protocolk Posted April 30, 2016 Posted April 30, 2016 Ever tought that the path bethesda set for you on FO4 is retarded? Ever wanted to make a deal with the raildroad to take down the BOS in exchange for giving rights for the synths after you become the director? Ever tought that as a high ranking member of a faction you should be able to make decisions that actually mean something? Well sir/lady I have great news for you! I will make a mod to expand the faction choices and add some end game content to them, including alternate solutions to its quests. This thread is to get ideas and discuss the lore so the mod can be better than any thing I could do alone, thats what I have for now: Institute: the decision made on humanity redefined actuallty mean something, investing in synths will increase the number of synths spawned with tyhe realy grenade and theyll have better stats and armor, more grenades can be botght at the same time. investing on weapons will unlock new mods for institute weapons and other new institute weapons. (thenew mods and weapons will appear after all the factions ideas are explained) As the director you can choose some researche topics for the institute (something like a tech tree, some paths lock others) you can give gen 3 synths rights and make a alliance with the railroad to take down the BOS instead of destroying them. you can seize the prydwen instead of destrying it ad study its inner workings. You can relay relay sentinel prime to help you once per day (like the archimedes on NV) Railroad: new DIA caches missions with some usefull loot. new cool thinker tom spy gear (down below) get a new HQ if they survive the institute raid thats acutually a underground settlement. information network that with easter eggs, random tips, materials locations and even tips for quests (something like the mama murphys recall code for the courser) alliance withnthe institute in exchange for giving synths rights and freedom. Minuteman: turn the castle into a actual military base and train your minutemen so you dont need to once a day save a random settlement. teach settlers do do stuff, like craft ammo and guns for themselves, tame animals etc. Give preston paperwork so he get away from the radio and stops pestering the general. New stuff: 1)institute mods advanced overcharged capacitor: increases the damage of the institute pistol to deal the same as the maxed laser. experimental hiperconduitive capacitor: stronger than a maxed laser, for people who understant how awesome lasers are but knowthat plasma is better, well now you can use a end game laser. kinetic conversor (muzzle): converts the enegy from the lasers to a shockwave, imagine a lorenzo gun that dont suck and have a higher knockback. termic reversor (muzzle): makes the laser cold, immagine a freeze ray... well you got it now 2) institute weapons: Institute heavy ordnace prototype: a institute heavy gun it has: * gattling barrel: higher rate of fire than the regular gattling laser * recharging gattling barrel: rechaging barrel with the regular gattling laser speed *cannon capacitor: releases a huge laser blast (blue prime laser) 3)thinker tom gear: thinker tom special brewed grenade: a gas grenade that causes fear, rage or makes the ones on its blast radomly. sleep syringe and sleep gas greanade: for when being sneaky ist enough. sound dummy: noise grenades that attract peoples attention
Guest Posted April 30, 2016 Posted April 30, 2016 That will require a huge amount of collaboration between modders. But I am pro.
protocolk Posted April 30, 2016 Author Posted April 30, 2016 So can I count with you? the quests should be easy to make, the biggest problem would be riping the audio and maing it fit, adding opitional steps on a quest or a new quest isnt so hard. i was thinking for the alliance between railroad and the institute something like this: alliance_quest=false alliance = 0 If tradecraft complete =true; alliance = alliance +1 if institute sidequest complete > 7; alliance = alliance +1 if railroad sidequest complete > 5; alliance = alliance +1 if alliance = 3 alliance_quest = true
Guest Posted April 30, 2016 Posted April 30, 2016 Not sure you can count actively on me. Already busy on too many projects. But ask a question and I will answer.
protocolk Posted April 30, 2016 Author Posted April 30, 2016 thanks, I created this thread mainly for ideas and discussion, I was already counting with doing most by myself.
Guest Posted April 30, 2016 Posted April 30, 2016 Again. I am available for quick help. But not for contributing to a so huge project.
Regallag Posted April 30, 2016 Posted April 30, 2016 Some things I've mentioned in a different thread: For the Institute, STOP THE ABDUCTIONS. Either announce that the institute was abducting and replacing people but we're stopping now, or just quietly end the practice. For the minutemen, I've got more ideas. Divide the Commonwealth into regions (Northwest, South Coastal, etc.) and as long as you have a settlement in the region with, say, a minuteman flag pole then the Minutemen have presence in the region. Once you have the castle you'll get the ability to assign minuteman squads to the various regions where you have presence. Those squads can be based in a settlement (big defense bonus for that settlement) or told to patrol between settlements (small defense bonus to each one). As you do more radiant minuteman quests, you'll see more squads becoming available. When a settlement comes under attack you'll have to choice to handle it yourself or send in nearby squads (this should have a chance to fail based on the size of the attack and the number of squads in the region). Finally you can build your own elite squad, a group of two or three companions that will travel with you. You can decide if you want sneaky commandos with stealth boys, silenced guns, and knives; power armored brutes with miniguns and super-sledges; or some combination.
protocolk Posted May 1, 2016 Author Posted May 1, 2016 Some things I've mentioned in a different thread: For the Institute, STOP THE ABDUCTIONS. Either announce that the institute was abducting and replacing people but we're stopping now, or just quietly end the practice. For the minutemen, I've got more ideas. Divide the Commonwealth into regions (Northwest, South Coastal, etc.) and as long as you have a settlement in the region with, say, a minuteman flag pole then the Minutemen have presence in the region. Once you have the castle you'll get the ability to assign minuteman squads to the various regions where you have presence. Those squads can be based in a settlement (big defense bonus for that settlement) or told to patrol between settlements (small defense bonus to each one). As you do more radiant minuteman quests, you'll see more squads becoming available. When a settlement comes under attack you'll have to choice to handle it yourself or send in nearby squads (this should have a chance to fail based on the size of the attack and the number of squads in the region). Finally you can build your own elite squad, a group of two or three companions that will travel with you. You can decide if you want sneaky commandos with stealth boys, silenced guns, and knives; power armored brutes with miniguns and super-sledges; or some combination. thats kinda wha I was thinking whe I spoke about training them, diferent classes to defend the settlements.
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