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Fallout 4 Main Quest Overhaul


pepertje

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Guest Comrade DR. MAHUJ DIK
Posted

I dont think it would be hard to make a skip main quest mod... What if you only woke up after the factions war? just choose who won!

Ill probaly mod that.

Posted

I dont think it would be hard to make a skip main quest mod... What if you only woke up after the factions war? just choose who won!

Ill probaly mod that.

 

Not a lot left to do in the game then, though. FO4's content is fairly focused on the main quest. :D

Guest Comrade DR. MAHUJ DIK
Posted

 

I dont think it would be hard to make a skip main quest mod... What if you only woke up after the factions war? just choose who won!

Ill probaly mod that.

 

Not a lot left to do in the game then, though. FO4's content is fairly focused on the main quest. :D

 

For now, but one day... THERE SHALL BE MODS!!!! :lol:

Also i was planning an alternate start mod with alternate campain, if noone does it iLL make by myself.

This is what I got for now:

 

 

 

 

 

One thing about the main quest I truly hated is that you can make friends with all of the factions first, and then suddenly have to wipe out half of them. I would love an overhaul allowing me to end the game without going to war with people I used to share drinks with not too long ago.

 

 

Now I don't think it's necessary or logical for BOS and the Institute to coexist peacefully.

 

I think the MQ system should use the one in FNV (except the faction apparel thing), that if you do too much work for a faction, you'd be cast out from the one that is opposite to it - which is quite the way of the vanilla MQ, but a declined version.

 

At any rate, I wasn't even attached to a particular faction, because all of them are assholes. BOS is the fascists, Institute is Illuminati, Railroad doesn't give a fuck about normal people, and Garvey is using me as a puppet. Compared to a peaceful solution mod, I'd rather have a Yes Man mod that allows me to truly rule the Commonwealth.

 

 

Maybe have the war begin with negotiations that are doomed to fail, and give the player the opportunity to be all like "Fuck you, I'll make my own Commonwealth, with blackjack and hookers."

 

 

 The only thing I think is as essential to be moded ASAP than this is an alternate start and last night after some insomnia I found a solution for both.

 Ill divide it on 2 posts, thios one explaining the solutions for the MQ and the next about the alternate start.

 

1) if you used an alternate start and join a faction  after level 20 youll be contacted by your faction because they got a courser chip. Then the related take down the institute quest will begin.

           BOS: They will arrive when you hit lvl 10. Youll receive a radio signal ordering you to report to the pridewen ASAP for a mission.

           Railroad: an npc will pass by and say you left something fall and give you a letter. It says that they need you at the HQ.

  

2)the crossroad event: On level 20 if the player is not alligned with anyone itll meet a battle  aftermacth between the railroad, BOS and a courser, pointing guns at each other (theyre all out of ammo).  Then a dialog will start:

             "Kill it civilian! Its a synth, a mechanical abomination."   (paladin)

              "We are not mechanical, wera artificial lifeforms created by the institute to serve and help them to build a new society and save this world." (courser)

              "And you do it by enslaving them and huntying those who run away" (railroad)

              "the institute created all synths, without them we wouldnt exist, obeing them is the reason of a synths existance. Its retrieval shall proceed."

              

                Option 1) the paladin is right, synths are nothing but problem (BOS alliance)

                Option 2) The institute has superior tech, theyre can change the commonwealth. (institute alliance)

                 Option 3) All sentient beings deserve freedom. (railroad alliance)

                  option 4) Not my problem. (neutral)

 choosing the BOS will end with reinforcements arriving and killing the others. Choosing the Institute synths are teleported, kill the railroad agent and the paladin and everyone is tealeported. (starts institutionalized, but youre not shauns father).By choosing the railroad the courser and the knight will be sniped and youll be taken to the Railrod HQ. By continuing neutral you wont take part on the war.

 

3) neutrality: if you remain neutral on the crossroads event after a week in game next time you enter diamond city or goodneighboor youll see 2 npcs talking aboujt the war and thell ask for you opinion on who will win. After answering youll hear a huge exploision and another npc will pass shouting and running. Your guess was right.

 

 

 

Alternative start (gear and starting place varies on decision. Background perk):

its all black then you see yourself (character creation).

 

"this is a dream, but who are we?"(your  image)

 

1) wake up (vanilla start)

2) a boston citizen (vault 111 start)

3) a wastelander

4) a gen 3 synth

 

 

 

BOSTON CITIZEN PATH:

Do you remember our first job?

 

1) we were a cop.

           "what were our last orders?"

             1) Patrol.(police start)

             2) invbestigate a crime. (detective start)

             3) Look for clues on the crime scene. (CSI start)

 

2) It was after the college

           "what was our degree?"

             1) engeenering.

              2) medicine.

             

             

 

3) profesional player.

       "I remember our first championship"

         1)Ive set a new homerun record. (baseball player)

          2)My oponent went down on the first round (fighter)

         

You hear the sirens and start to unfreeze, Who woke you up?

       1)people on white clothes (institute won the war)

        2)soldiers on power armor (BOS VIctory)

         3) a men with black glasses (deacon) (railroad victory)

         4)a guy with a funny hat and weird gun (preston). (the war hast started)

 

WASTELANDER PATH

what we became?

1) railroad agent.

2) mercenary.

3) BOS knight

 

SYNTH PATH

Why were free?

1) we run away (will start on the railroad)

2)were a courser(institute start)

3) we are the first of our kind. A human synth hybrid between a female courser and a scientist. (institute start)

 

 

Cop start:

      law keeper perk: 10% extra damage against raiders, 10% less damage from raiders.

      coffer on your house (the yellow one with the power armor frame): police outfit, authority glasses, bull barrel .45.

 

Detective start:

      truth seeker perk: 50% extra exp from dialogue checks

       coffer on yellow house: a random trenchcoat,worn fedora,cigarrete pack

 

CSI start:

       Investigator vision perk: highlight chems and ammo.

       coffer: authority glasses.

 

engenieer start:

       mechanical knownledge Perk; mods are cheaper to build, power armor have 10% more "life"

        coffer: hardhat.

 

Doctor start:

       trust me im a doctor perk:  chems are cheaper to make, can heal companions without using stimpacks.

       coffer: scientist clothes (forgot the ingame name)

 

Baseball player:

      MVP perk: atack 25% fater with baseball bats, can trow grenades far.

       coffer; baseball clothing and cap, baseball bat.

 

martial artist:

       fists of fury perk: punch atacks are twice as fast.

 

railroad agent: starts at the railroad HQ.

       undercover perk; moves fater when sneaking.

        starting gear: random civilian clothes, silenced 10mm.

 

mercenary:starts at goodneighbour

      soldier of fortune perk: whn sking for money reawards, +5 charisma for 20 seconds.

      starting gear: drifter outfit,authority glasses, double bartrel shotgun

 

BOS knight: Starts at the prydewen

           ad victorian: takes 10% less damage from any non human enemy.

           starting gear: laser rifle,t-61 set

 

Runaway synth. starts at the railroad HQ

        Run to freedom perk: increased movement speed

        Synthetic perk:+1 strenght,agility and endurance.

         starting gear: random civilian clothes, institute pistol.

 

Courser: starts at the institute

         born to kill: deals 10% extra damage

         Synthetic perk:+1 strenght,agility and endurance.

          starting gear: courser outfit, institute rifle

 

hybrid : starts at the institute

          enchaced humanity perk: +2 all special stats

           Starting gear: institute pistol, random civilian clothes

Posted

Since the GECK has been officially announced for April, changing the main story will be simple. With a NoVoice mod of some sort. Re-writting the subtitles would be time consuming. But most good things are worth the effort.

Posted

The lack of player voice will be the biggest bummer, seriously. I wonder if it would be possible to write an application able to assemble new voice over lines from existing individual words.

Posted

Editing existing voice is going to be far more complicated and time-consuming than re-voicing all the lines.

 

If my speculation on how PA and robot voices work is correct, the player voice problem can be solved; if not, other ways must be come up with. Voice is a must. Anyone who suggests making the mod entirely voiceless has little vision of story mod development.

Guest Comrade DR. MAHUJ DIK
Posted

Editing existing voice is going to be far more complicated and time-consuming than re-voicing all the lines.

 

If my speculation on how PA and robot voices work is correct, the player voice problem can be solved; if not, other ways must be come up with. Voice is a must. Anyone who suggests making the mod entirely voiceless has little vision of story mod development.

Holy shit, you may not know but you just solved the voice problem for all mods!

The power armor is just the comon voice that they passed trough a voice changig program! If one had the patience to do it, it could pass all the lines on a programn ad create as many alternative voices it wanted!

Get an evil voice, an mischievous one and a serious one, upload the program configuration and anyone could voice it mods and the voice would become the same on as the rest of the game!

Posted

 

Editing existing voice is going to be far more complicated and time-consuming than re-voicing all the lines.

 

If my speculation on how PA and robot voices work is correct, the player voice problem can be solved; if not, other ways must be come up with. Voice is a must. Anyone who suggests making the mod entirely voiceless has little vision of story mod development.

Holy shit, you may not know but you just solved the voice problem for all mods!

The power armor is just the comon voice that they passed trough a voice changig program! If one had the patience to do it, it could pass all the lines on a programn ad create as many alternative voices it wanted!

Get an evil voice, an mischievous one and a serious one, upload the program configuration and anyone could voice it mods and the voice would become the same on as the rest of the game!

Yup, that's the idea. But first, we need to wait until GECK confirms it.

Posted

I was thinking of a start where you don't wake up on your own. Actually I'd prefer one where the BoS finds Vault 111 after saving Preston and Sanctuary (yeah I don't hate him with all honesty, especially after his quest spam bug was fixed) and defrosts you, and you're kept on the Prydwen for awhile. vault 111 becomes a BoS base in the area, with you now able to join the Brotherhood, escape (with chances to charisma your way to neutrality) or steal power armor and kill everyone.

 

 

 

 

 

Also, guys.

 

 

 

 

 

Why is it fans make better stories, sometimes, then the creators? Cause I see great ideas that Bethesda should have known we'd make for this.

Posted

One thing about the main quest I truly hated is that you can make friends with all of the factions first, and then suddenly have to wipe out half of them. I would love an overhaul allowing me to end the game without going to war with people I used to share drinks with not too long ago.

 

That's it. Got the strange feeling that I'd head towards the infamous Mass Effect 3 ending, that is, hitting the road with Dogmeat again almost like an outcast, the probably most unwelcome figure in the Commonwealth, the destroyer of worlds that leaves a ruined Boston as the worse place to live in than it was before the arrival. I'm confused, to say the least. Not by chance I'm in a loop at level 92, still in peaceful coexistence with the main factions, 'cause there must be a way out here, as the joker once said to the thief...

Posted

Why is it fans make better stories, sometimes, then the creators? Cause I see great ideas that Bethesda should have known we'd make for this.

 

Manpower. The number of modders outnumber FO4's original dev team by several magnitudes. They have a handful of writers, we have hundreds. Even if not all modders write professional quality, some of us will. Also, in contrast to them we work for free. We are really unfair competition, so to speak. ;)

Posted

 

Why is it fans make better stories, sometimes, then the creators? Cause I see great ideas that Bethesda should have known we'd make for this.

 

Manpower. The number of modders outnumber FO4's original dev team by several magnitudes. They have a handful of writers, we have hundreds. Even if not all modders write professional quality, some of us will. Also, in contrast to them we work for free. We are really unfair competition, so to speak. ;)

 

 

I understand that modders create more content, as they simply outnumber the devs by far. But I'm really surprised by modders (or disappointed by devs) when a modder creates a mod that's far superior to similar content in the game itself. Because while modders may outnumber devs, most modders work alone on individual projects, while the developers all work together on the same project. 

 

Take SkyUI for example. One modder creates an interface that's far superior than the interface created by an entire development team of paid professionals.

Posted

I feel Bethesda should occasionally pay those modders so that the mods are included in the core game. Not only would it be amazing publicity for them, it would also make the game a lot better, mainly since something like a UI isn't something that gets a lot of love and attention, but if there's one person who fixes it, everybody realizes it.

Posted

 

 

Why is it fans make better stories, sometimes, then the creators? Cause I see great ideas that Bethesda should have known we'd make for this.

 

Manpower. The number of modders outnumber FO4's original dev team by several magnitudes. They have a handful of writers, we have hundreds. Even if not all modders write professional quality, some of us will. Also, in contrast to them we work for free. We are really unfair competition, so to speak. ;)

 

 

I understand that modders create more content, as they simply outnumber the devs by far. But I'm really surprised by modders (or disappointed by devs) when a modder creates a mod that's far superior to similar content in the game itself. Because while modders may outnumber devs, most modders work alone on individual projects, while the developers all work together on the same project. 

 

Take SkyUI for example. One modder creates an interface that's far superior than the interface created by an entire development team of paid professionals.

 

 

That's the "we work for free" part of my statement. In professional development people have certain time budgets to complete a task. As modders, we don't. We take as much time as needed to make it as good as we can. I am pretty sure SkyUI took weeks and months to make. The way the official Skyrim UI feels, its designer probably had 2 hours to do it (half kidding, but it -is- horrible!). It really doesn't mean the person who made the official UI is bad at what they do. But there is only so much you can achieve if your boss tells you "this has to done before you go home today!" :D

The problem here really is that the project management didn't consider the UI important enough to assign enough resources to it to make it good.

Posted

We can also take risks that would be foolish for Bethesda.

 

It doesn't much matter if a mod turns out to be over-ambitious, or if no one likes it when it is finally released. If Beth have a game flop, they have serious problems.

 

And because there are a lot of us, for every mod that does flop or can't be brought to a playable state, there's generally another one that does the job well.

Posted

Idea..

  • You wake up in your cryotube.
  • There is some info on what happened (failure and you are from the past)
  • This "failure" messed with the memories and abilities. (this is where you can add to the players skills anyway you want :) this info could have been programed into them like Demolition man movie.
  • Wipe out whatever you want or change the various lines that would be callback to the lines that make sense for the alt start.
  • can have modules that have alternate start created by almost anyone. For example in time after the DLCs have been completed and released I doubt we want to go through the entire start sequence again. An alternate start could just play in with the main quests completed. (depending on your decisions who wins. )

Thsi would also open up almost any options or playthrough desires regardless of history as the player will be blank when leaving the cryotube. Of course the main story from that point could be maintained. (perhaps not sure about the coding)

 

Massive yes but considering the work done with Skyrim and fixing the animatons and other features.. I believe it is doable.

  • 2 weeks later...
Posted

The thing I find interesting, and something that Beth really should pay attention to, is the fact that this thread even exist in the first place. It is a rare game indeed that has the fans calling for an overhaul to the main quest.

 

Personally, the aspect that I find most interesting about in the vanilla game, and feel was totally overlooked, is the fact that, as a male Sole Survivor, you are in the military at roughly the same time as Roger Maxson, founder of the Brotherhood of Steel. Add in some convenient coincidence , and you could even have known the guy personally, even if the base you two are stationed in is in the opposite side of the US. Could be a chance to make use of the cut content that would have allowed you to become Elder of the Commonwealth BOS chapter.

 

Also, regarding the BOS start of the alternate start, I'd suggest adding "Raw recruit" and starting at the Cambridge police station.

Posted

So you guys are convinced by the moronic endings of the MQ, right? Well, I'm not, absolutely not. You start as sole survivor only to end up as lone wanderer that has to hit the road again. That is ridiculous.

Posted

So you guys are convinced by the moronic endings of the MQ, right? Well, I'm not, absolutely not. You start as sole survivor only to end up as lone wanderer that has to hit the road again. That is ridiculous.

 

If that's in reference to the fact that people are focusing on alternate starts, I agree wholeheartedly. The Main Quest (and nearly every side quest, not to mention all radiant quests) is horrible. It's been interesting to see how opinions have gone from "This game is great!" to "This game is horrible!" in the eyes of the sheeple as the shiny veneer of a new title fades rapidly. Even some of its hardcore supporters on this site and others are admitting that it's pretty lousy all said. All after mere months to boot. That's fast even for video games.

 

Yes, I agree Bethesda should pay attention to the fact that this thread--and others like it on several other forums--even exists. This from a company whose titles often won "Game of the Year" from several different, major publishers. Their Midas Touch has reversed itself and made a game with so much potential into something akin to lead. A lead weight that mires players in a morass of uninspired, repetitive play and a central plot as dead as those bodies buried in my backyard. Er...ignore that last bit! :dodgy:

Posted

From reading through this thread it seems to me that people are wanting the New Vegas version of FO4.  You know, a Bethesda game without the Bethesda bullshit cluttering it up.  Don't get me wrong.  I don't think an Obsidian version of FO4 will be a bad thing since Bethesda's FO4 story line is total shit.

 

Think about it; FO4 without the main quest, stupid side quests, pointless settlement mechanics, brain dead dialogue and retarded Easter egg hunts.  Obsidian's Fallout: New Orleans (or whatever) might be that game.

Posted

Obsidian's Fallout: New Orleans (or whatever) might be that game.

Don't you mean "New New Orleans"? :P

Posted

 

So you guys are convinced by the moronic endings of the MQ, right? Well, I'm not, absolutely not. You start as sole survivor only to end up as lone wanderer that has to hit the road again. That is ridiculous.

 

If that's in reference to the fact that people are focusing on alternate starts, I agree wholeheartedly. The Main Quest (and nearly every side quest, not to mention all radiant quests) is horrible. It's been interesting to see how opinions have gone from "This game is great!" to "This game is horrible!" in the eyes of the sheeple as the shiny veneer of a new title fades rapidly. Even some of its hardcore supporters on this site and others are admitting that it's pretty lousy all said. All after mere months to boot. That's fast even for video games.

 

Yes, I agree Bethesda should pay attention to the fact that this thread--and others like it on several other forums--even exists. This from a company whose titles often won "Game of the Year" from several different, major publishers. Their Midas Touch has reversed itself and made a game with so much potential into something akin to lead. A lead weight that mires players in a morass of uninspired, repetitive play and a central plot as dead as those bodies buried in my backyard. Er...ignore that last bit! :dodgy:

 

 

I guess we're pretty much all in agreement that the main quest is at least partially horrible (I am the the camp that thinks only the endings are truly horrible, but still). I am still going to defend FO4 as a largely still very enjoyable game, that just could have been so much better with better writers and a more up to date engine. Then again, no Bethesda game has ever looked good without a massive amount of mods overhauling their otherwise bland looks, and at least this time we're given a 64 bit engine for said massive amount of mods to work with. The writing we can and will solve ourselves. Do I like it that Bethesda is leaning so heavily on modders to improve the mediocre content they keep releasing with outstanding modding tools? No. But at least they are giving us outstanding modding tools. Other companies don't. For comparison, I already spent a LOT more time in FO4 than DA Inquisition, which I blew through and then put away, guaranteed never to pick up again. If I have the choice between an awesome game with no modding support and a mediocre one with...I am going to pick the latter, every single time. Just my 2 cents. ;)

Posted

 

 

So you guys are convinced by the moronic endings of the MQ, right? Well, I'm not, absolutely not. You start as sole survivor only to end up as lone wanderer that has to hit the road again. That is ridiculous.

 

If that's in reference to the fact that people are focusing on alternate starts, I agree wholeheartedly. The Main Quest (and nearly every side quest, not to mention all radiant quests) is horrible. It's been interesting to see how opinions have gone from "This game is great!" to "This game is horrible!" in the eyes of the sheeple as the shiny veneer of a new title fades rapidly. Even some of its hardcore supporters on this site and others are admitting that it's pretty lousy all said. All after mere months to boot. That's fast even for video games.

 

Yes, I agree Bethesda should pay attention to the fact that this thread--and others like it on several other forums--even exists. This from a company whose titles often won "Game of the Year" from several different, major publishers. Their Midas Touch has reversed itself and made a game with so much potential into something akin to lead. A lead weight that mires players in a morass of uninspired, repetitive play and a central plot as dead as those bodies buried in my backyard. Er...ignore that last bit! :dodgy:

 

 

I guess we're pretty much all in agreement that the main quest is at least partially horrible (I am the the camp that thinks only the endings are truly horrible, but still). I am still going to defend FO4 as a largely still very enjoyable game, that just could have been so much better with better writers and a more up to date engine. Then again, no Bethesda game has ever looked good without a massive amount of mods overhauling their otherwise bland looks, and at least this time we're given a 64 bit engine for said massive amount of mods to work with. The writing we can and will solve ourselves. Do I like it that Bethesda is leaning so heavily on modders to improve the mediocre content they keep releasing with outstanding modding tools? No. But at least they are giving us outstanding modding tools. Other companies don't. For comparison, I already spent a LOT more time in FO4 than DA Inquisition, which I blew through and then put away, guaranteed never to pick up again. If I have the choice between an awesome game with no modding support and a mediocre one with...I am going to pick the latter, every single time. Just my 2 cents. ;)

 

 

 

F4 has good gameplay, shit story; DAI has terrible gameplay, short story. Oops, F4 happens to be actually moddable. This plus that make F4 better than DAI as a whole.

 

Gameplay is what makes people stay. Story, unless it has bunch of choices that make you replay just to go over them, wouldn't really provide an incentive to players to spend time. You don't watch the same epic magnificent film for 10 times (unless you're a die hard fan).

 

But then, hasn't story and choices always been the most significant key feature of Fallout series? Just why on earth has it shifted to an irrelevant half-finished settlement system?

Posted

 

 

 

So you guys are convinced by the moronic endings of the MQ, right? Well, I'm not, absolutely not. You start as sole survivor only to end up as lone wanderer that has to hit the road again. That is ridiculous.

 

If that's in reference to the fact that people are focusing on alternate starts, I agree wholeheartedly. The Main Quest (and nearly every side quest, not to mention all radiant quests) is horrible. It's been interesting to see how opinions have gone from "This game is great!" to "This game is horrible!" in the eyes of the sheeple as the shiny veneer of a new title fades rapidly. Even some of its hardcore supporters on this site and others are admitting that it's pretty lousy all said. All after mere months to boot. That's fast even for video games.

 

Yes, I agree Bethesda should pay attention to the fact that this thread--and others like it on several other forums--even exists. This from a company whose titles often won "Game of the Year" from several different, major publishers. Their Midas Touch has reversed itself and made a game with so much potential into something akin to lead. A lead weight that mires players in a morass of uninspired, repetitive play and a central plot as dead as those bodies buried in my backyard. Er...ignore that last bit! :dodgy:

 

 

I guess we're pretty much all in agreement that the main quest is at least partially horrible (I am the the camp that thinks only the endings are truly horrible, but still). I am still going to defend FO4 as a largely still very enjoyable game, that just could have been so much better with better writers and a more up to date engine. Then again, no Bethesda game has ever looked good without a massive amount of mods overhauling their otherwise bland looks, and at least this time we're given a 64 bit engine for said massive amount of mods to work with. The writing we can and will solve ourselves. Do I like it that Bethesda is leaning so heavily on modders to improve the mediocre content they keep releasing with outstanding modding tools? No. But at least they are giving us outstanding modding tools. Other companies don't. For comparison, I already spent a LOT more time in FO4 than DA Inquisition, which I blew through and then put away, guaranteed never to pick up again. If I have the choice between an awesome game with no modding support and a mediocre one with...I am going to pick the latter, every single time. Just my 2 cents. ;)

 

 

 

F4 has good gameplay, shit story; DAI has terrible gameplay, short story. Oops, F4 happens to be actually moddable. This plus that make F4 better than DAI as a whole.

 

Gameplay is what makes people stay. Story, unless it has bunch of choices that make you replay just to go over them, wouldn't really provide an incentive to players to spend time. You don't watch the same epic magnificent film for 10 times (unless you're a die hard fan).

 

But then, hasn't story and choices always been the most significant key feature of Fallout series? Just why on earth has it shifted to an irrelevant half-finished settlement system?

 

DA:I was going to get powerful mod tools but... the developers fucked us. So no Mod tools :(

 

I wish we could have the good gameplay of F4 and the great story of TW3 together.

Posted

This is Loverslab what the hell do we care about "story" the Fo4 Story makes for a nice backdrop for a total hi-jack.

 

Hello my name is Nate,

 

I just lost my wife and infant son soooo......

 

I'm currently available to help you replenish the earth.

 

The best part is its all fully voiced.....

 

 

Nate just shows up in Diamond City meets Piper...

1st Quest, Making the Piper Sing.

Get Nick and meet at Pipers place after 8Pm.

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