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  1. Post # 1 [1.1] GaiaArkA0314 Under Attack The mutaghoulers had breached through the damaged barriers zone, screaming in rage and hate as if driven by pain along with hard orders. The SQuins aimed their tripulserifles to bring down attacker after attacker. Most mutaghoulers were not very intelligent, were armed with basic hand weapons only, but there were smarter ones who used their pipeguns with dangerous skill. The defenders stun dropped some of the enemy shooters, so as to study them later, but would kill most of them or so ran the plan. That was heavy stun pulses for the chosen few but death pulses for most Sharry, of the SQuins, spoke through helmet 2ways to the other power armoured Gaiaregainers there who, like her, were Gaiareseekers as of a special Gaiaregainer unit. "Somebody has been equipping mutaghoulers with makeshift body armour, melee weapons and pipeguns. Seems a crazy thing to do unless the mutaghoulers are scavenging items to pay for such gear." K9herois was in his human shapeform, with some wolfdog features, firing off his quadruple barrelled shotgun. He used it to fire off spinbullets from the upper two barrels and spinslugs from the lower ones, the spin projectiles were designed to do so while going through a smoothbore. K9herois could take the form of a human, a wolfdog or a squat wolfdog human that was good at climbing. Now he was a human in his Gaiareseeker power armour. Blondes, with blue eyes, were Sharry, Shenny, Shimmy, Shotty and Shully being all attractively dangerous young women. Not that these details showed up much in their power armour that sported individual identification symbols. The male human, Le'Nerd, fired off an arrow missile from his semiautomatic launchergun and blew apart a tight cluster of more stupid type mutaghoulers. An enemy spinbullet pinged off his helmet even as he ducked down with a curse. Stanleygo hid in a tree, with a pair of scan binoculars, not shooting so as not to expose his position to the enemy but reporting to the others, their activity, through the 2ways. He wore power armour adapted to fit his geng (genetically engineered) gorilla body. Shenny 2wayed. "This could be a testing attack on our defences with the mutaghoulers being used as expendable cannon fodder." Shimmy added. "It could also be a diversionary attack." The artificial cavern chamber echoed with what was a large scale skirmish taking place. There were some trees, a few bushes, grasses, a defense security wall and some guard towers. Sunlight was coming down from two big sky windows inset into the rocky ceiling high above where it was hotly sunny in a semiarid desert. Solar power panel arrays took advantage of the sunshine and somebody had hung out shirts on a clothes line. The locals had fled into their underground warrens as manoid humanoids. Shotty frowned. "Smells of insider information, of betrayal." Shully spoke. "Could be there was old information found out there, somewhere, but... yes, I support your 'instinct'." The enemy force, such as it now was, broke of the attack and retreated quickly away.
  2. Now that a few people are getting to test the ck2 it seems like this is the point at which serious foundational structures can start to take shape future mods can latch on to. What unique planets/satellites or solar systems/nebulae would you like to see that would be particularly conducive to collections of mods building off of them? What unique cultures do you want to see becoming points of focus? For me, the greatest missing culture is one proactively in pursuit of post scarcity automated living, like F.A.L.C. or Star Trek TNG. I most want to see tools, quests, and locations centered around the poor looking for a place to make their own — aided by the enlightened and sabotaged by corporations. I want the experience of creating and shaping a new space faction. I’m sure Sim Settlements will come into play, but having a unique location, a sort of commie planet, that mods can gravitate toward for stories revolving around successful or doomed utopian projects would be grand. Maybe planet Marx at the edge of UC space and the planet Proudhon at the edge of Freestar space. On the more eccentric end of the spectrum, I’d be interested in some crazy one off planets, only reachable late ng+ using starborn galactic corridors, abandoned or inhabited intelligent alien worlds: Planet Hereclitus - A world that looks like a prog rock album cover, every mile if the planet adorned with surrealist structures and creatures. Quests are chaotic and confusing, like being trapped in an art installation confounded to the purpose or identity of the creator, yet somehow each still makes one think or feel with haunting depth. The planet itself gives an eerie sense of sentience through odd behavior of flora and fauna. Major quest, humor the artist. A hub planet for eccentric organisms, geology, and architecture. Planet Doldrum - A metal world, presumably some civilization’s ancient scrap heap at the center, but portions of development on the surface. The scenery alone tells eons of history. Finding any technology and a way to interface with it could shape human history for better or worse. The center of this world may be accessible from the right vent with the right pressure and heat gear. Major the quest, escape. A hub planet for eccentric mechanisms, alien bots, and ship graveyards crashed due to unique megnetosphere. Planet Hell - A tidal locked planet with every extreme biome, smoldering irradiated dayside, freezing oceanic nightside, putrid twilight jungle. A captured moon side swiped the planet perpendicular from the solar orbit so although there is no day/night cycle there is vertical rotation as if the planet is a tire driving around its sun, and the moon has an extreme elliptical orbit getting very large and small in the sky, creating brutal tidal and volcanic activity. This planet is the most rich in rare resources and far beyond the survival extremes of others in all biomes. Perfect for enlightened communists since habitation is too expensive for corps to pursue, but a potential economic power play for resource leverage once operations are established. A Hub planet for extreme survival and outpost management. The Flotilla - A Sanctum Universum community made up of hundreds of ships linked together. Flotillas could be a form of nonviolent system security whereas merc fleets could be the standard security force method for outpost shipping lanes. Major quest, Space hippie gift giving vs space pirate grab taking. A hub for the most crazy and complex ship builds and ship component based player homes. The Seasnake - A house Va’ruun space train. Another space community, even more nomadic, also using ship components, different sections of the snake with different height and width specifications. This should be held off on until any DLC with Va’ruun comes out. A hub for well organized, utilitarian, deep space survival. ——————— No XP creating mods, but I can do great writing, animation, and potentially level design once I learn CK2 (whenever it gets released publicly). A tiny tad familiar with 3d modeling from 3d printing. If anyone has projects related to world building or economic/political deepening I’m interested in collaboration. I feel like there are always plenty of incredible gameplay mods, but you can never get enough quest & location mods and people building them, so that’s where I’m most interested in expending myself. That said, once a VR version gets released (eventually) I’d be happy to help playtest VR gameplay/immersion mods. Would love to see spectrums of visceral manual tasks to automated tasks for every triviality in the game.
  3. I love alternate start mods like ASLAL and Skyrim Unbound that both in different ways allow you to start the game as a member of certain factions but they both offer a limited number of selections. I would like to see a mod that allows you to go into an MCM menu and select or deselect factions to be added or removed from them.
  4. Hello, everyone. I have a good idea for mod, but I'm not a modder - so, here I am. The idea is based on the Warhammer 40000 universe, but adapted for the Fallout universe. The concept of modification is to add two new fractions - the Death Korps of Krieg and the Blood Pact, witch its own gear, weapon modifications, characters, and bases. The Death Korps of Krieg is a unemotional shock troopers, who vowed to defend humanity at any cost. Their visual style is based on the World War I. And the Blood Pact - a cruel and bloodthirsty cult, bringing sacrifices to mysterious dark forces. A player can join one of the factions and lead it to victory over the another, having received a squad of soldiers to help, just as it was in Operation Anchorage. I dream that this modification will become a reality. Perhaps I could even pay for this.
  5. So many armor and clothes have been released recently, the most popular are: Recon Uniform, Courser Strigidae (OMG just look at the 'mod of the month' chart!), Classic Combat Armor (I've been waiting for months and didn't even expect it will be modular and moddable) and B-35 heavy armor, all of them have multiple color variants. Plus new clothes and tons of accessories. And we can expect more armor in the future, cause some modders publish new pictures of their progress from time to time. Since I had many conflicts between earlier (more simple) mods, particularly with levelled lists and instance naming, I merged some of my personal mods, used my own naming based on this mod and this one too, and I add clothes to the game manually (e.g. some gear from Raider Overhaul), it's a lot of work, but since I created my own lists I can make new weapons and armor exclusive to each faction. TLDR: I want to add some weapons, clothes and armors to my game, but I don't want it to be random. Now what I need is to establish what gear should some faction use and what settlement decoration themes. No problem with Gunners - dark green for troopers, like on this picture, maybe some dress uniforms for commanders, I also could use several camo patterns and everything associated with military. And they prefer energy weapons. The Institute - I just love Doobot's color theme. Now I have a couple of questions about the Railroad 1. Why do Railroad agents usually wear the surveyour outfits, is it because the dead guys I find around are some sort of couriers and the outfit just has a bag? 2. Are there any custom clothes (standalone mods) you would suggest, I mean you saw this and they just suit them perfectly? And what new weapons would they pick if they could choose a couple of models from Nexus? Now the Brotherhood really bothers me: 3. Why is their flag orange? The flag used in Fo3 was 13 red and white stripes and white BoS logo in the canton. 4. Shouldn't their decal be RED? I remember someone mentioned (maybe in the game, maybe I read it somewhere) after the loyalist faction took control and they merged with the Outcast, their logo changed to red in white field. Lyons' DC chapter used grey-black-blue insignia (no decal on PA). So they change the logo to red, but switch the red (and white) flag to... orange? Field scribes wear red sweaters, but knights have orange uniforms (to make them easier to spot, very smart). 5. Is BoS combat armor brown for a purpose or it's just rusty? In previous games I associated BoS with steel or chrome. And T-60 really annoys me (the torso armor especially), I wish I could replace it with X-02. I'll probably just reduce the amount of PA to replace it with some custom battle armor, I'm just not sure what colors should I use. 6. Which colors suit the Minutemen better: navy blue or brown and green? Both look great. 7. I wanted to add custom crafting recipes for each item. What are flight helmets made of? They scrap to steel, but they are obviously from some polymers. I changed it to fiberglass and some additional components, but maybe plastic would be better? Synth armor scraps to plastic, so by 'plastic' the authors meant some kind of polymer.
  6. As most of you know, the faction uniforms just plain old suck. The minutemen look like a bunch of middle school kids playing air-soft, the brotherhood have sweaters and compression suits, the railroad look like freaking Taliban fighters and the institute just want to be shot with their all white uniforms. If somebody could make something like Caesar's new legion or NCR rearmed but for fallout 4. And you guys know what i'm talking about, ammo case bandoleers, salvaged PA, backpacks, no goddamn yellow shirts, etc, etc. Not only I, but everybody who plays fallout 4 would appreciate it.
  7. Got the idea as I wanted to play a Forsworn mage with Skyrim:Unbound and realized that, without Masters of Disguise, I am not able to buy any spells as every guard/soldier will attack me on sight... Quite specific problem, but one solution to it would open some cool Civil-War-roleplaying options: --> Diplomacy for Factions. Would't it be cool if, finally the Archmage of Winterhold, could intercept with the Civil War and decide to get rid of the sceptic Nords? Beeing able to actually lead your fellow mages into war would be cool, but first of, just changing the hostile/non-hostile values for random skimrishes around Winterhold would be enough. Forming a ultra-nationalist alliances with the Forsworn and the Nords? Getting active with the Thalmor? Maybe even deciding to interpret your blessing of Nocturnal as your duty to kill the Dark brotherhood? There is potential for a huge complex mod, but even a small hostile/non-hostile option that would not be in conflict with stuff like Guild Master, Civil War Overhaul, WARZONES or amazing follower tweaks would already be something. btw, if anyone has an idea how to work around my initial problem, you're welcome ;-)
  8. I'm making some armor mashups to give the main factions in Frost a bit more individual character and I'm looking for both suggestions on what each factions armor should look like and anyone who might be able to help me get them into leveled lists so they can be acquired in an immersive way. In particular, I want to focus on the Alliance, Federation, Maldenmen, and maybe the US Army Remnants. Also, forgive me if I've posted this in the wrong thread. I thought it might go in mod requests but since I'm not asking anyone to make a mod for me, I figured it might fit in here. EDIT: Potential Armors can be found on my nexus page.
  9. I was wondering why are deliveries made by one guy in all of Skyrim? And I doubt certain factions would trust a common civilian to deliver their shady packages and letters. So would it possible to make a mod that brings messager birds into Skyrim. Now I'm not saying to replace the Courier that would probably be impossible to do, what I am saying is to make a mod that would act like the Notice Board mod by Mannygt and Jobs of Skyrim by Littleork. Each major holds would have a bird roost to find the messager birds where the letters and quests are given, maybe each hold would have a different bird to represent them. If not then each factions should definitely have their own roosts and birds giving out quests that will fit the factions that they are assigned to. This is how I picture it so far. The Companions = Hawks The Thieves Guild = Ravens College of Winterhold = Owls Dark Brotherhood = Ravens with red eyes or feathers Dawnguard = Golden hawks or eagles Volkihar Clan = Either the same as the Dark Brotherhood or Bats
  10. So, I've taken over an older Mothal city mod from Oldrim and am reworking it for SSE. It was never finished, and I've had to create some NPCs from scratch, although most of the buildings were already there. I've come across several problems I was hoping someone with experience could help me with, since I don't have a clue, despite watching Darkfox's excellent tutorials on youtube several times. Both my blacksmith and my general merchant shout at me, "you're not supposed to be in here" whenever I enter their buildings, at hours when they should be open. Which is strange since they are both added to factions that are for merchants, have AI packages that seem to be working, and I've gotten the timing right. But for some reason, they apparently don't want me in their store! I've made it so that none of the doors lock at any point- mainly because I couldn't find a decent tutorial for NPCs locking doors, and they didn't seem to be working when I tried anyway. So....what gives? I am obviously overlooking something, but I have no idea what! My other NPC is a hunter, and I've given her a schedule that partially involves her going out into the marshes to hunt. She started doing this, but went agro on everyone and killed the mill owner! Also, the combat music started to play when she kept warning me- an innocent bystander, to back off! All of these NPCs have been added to the Morthal faction, and the crime faction, so I can't understand why she is going all aggressive on everyone, especially when they are just doing they're job. I'm wondering if I used the wrong hunting package. If anyone has any insight, I'd appreciate it. Or if you can at least point me to an in-depth tutorial regarding merchants or AI packages, I'd appreciate that. I'm over here pulling my hair out. Thanks!
  11. 1.1[1] 210 years after the 3Doomsdays the Wanderer wandered across the desolation of the Wastelands, teleporting from point to point across the world. Sometimes he visited the dome sheltered Havens of the Havenfolk, the big underground Enclaves of the Enclaven, the edges of the Doomlands of the abominations and other zones. The Brotherhood of Steel had long arisen in the Lost Hills of California. The Minutemen had arisen in New England as did the TriInstitute and the FreeRailroad. The DCRegulators had arisen in the Wastelands of DC centered in the cracked dome covered WashingtonDC. The Followers of the Apocalypse, Ceaser's Empire of animal-humanoids, the Children of Atom, the Eurasian Dynastic Dominion, the British Imperia, the United Civilised Citystates and others had arisen across the world. There were also the TechVaults and much else besides. Mostly there were such as radghouls, radhumans, trogs, radbeasts, wraiths and other entities of the Wastelands while the Wastewaters had their own fair share of threats. Not all common entities were threatening and a few were only lightly so. The Wanderer had tricks of rejuvenation-regeneration of devices, lifeforms and some interesting other things like replication, teleportation and telepathy along with others more exotic and less used. He used them, as much as he could, to turn sometimes dangerous radghouls into friendly, fixed up, radrhouls, doing similar things for other entities. Yet his great secret was that there were four of him and soon to be more, some being female. In the Wanderdomain radrhouls, robots, some androids, animals and plants thrived.
  12. You head into a valley that held an automated factory that still constructs and packs shipping containers full of different resources like building materials, gun, ammo, meds,food,etc. Three major faction fight for dominance over these containers the Union (settlers), the Grim (raiders), and the Ghostfaces (wildmen that crawl on all fours and lead packs of beasts). You stumble upon the valley when you hear a garbled radio request for aid you arrive in the valley through an old highway tunnel into a crater that was once a huge industrial park filled with automated factories that now make up a torn landscape that forms the valley, above the high ridges the rad storms have made it too radioactive to survive but in the valley life flourishes as containers filled with supplies keep pouring out of the factories you start out helping the Union fight for the container with a story in which you can join either of the two other factions, as you help your faction fight for and collect the containers their bases expand adding more buildings, shops, defences, people, and more life too it's area. Each time you head out into the valley to collect containers other factions, beasts, and mother nature fights back with harsh difficulties some where you just have to retreat and abandon the container, as you fight to secure your factions dominance over the valley, and when it comes time to fight the other factions bases it also received upgrades based on containers it retrieved making each lost or gain more meaningful, the Union's amphitheater terraces like village, the Grim's terror pit sinkhole town, and the Ghostfaces Maze labyrinth cave city expand and become more amazing with each of the old world artifacts the containers spit out. At the conclusion of the adventure the Union's Traders, the Grim's Warparties, and the Ghostfaces Hunting Parties all head out into the Commonwealth to spread their influence ,conquer, or slaughter their way across new lands aiding you along the way with new perks, companions, and pets.
  13. First edit PART 1 (Freindly Faction changes) My initial idea for this mod was to bring back some of the true RPG elements of fallout, with a less run and gun feel while keeping it relevant. My biggest target is pointless violence. Example, Why do the Gunner's waste ammunition of one guy who does not make them any money. Them being mercenaries for hire. Also the quest possibilities for this faction are insane to just to think of locations and characters the Gunner's have. All Gunner City/Bases Gunners plaza - Regional HQGreenetech GeneticsHalluciGen, Inc.Mass Bay Medical CenterMass Fusion building (before Mass Fusion or Spoils of War)Mass Pike InterchangePostal SquareQuincyVault 75Vault 95Hub City Auto WreckersSeveral unmarked bases on top of highway system, easily spotted by the windmill.Just northeast of Skylanes Flight 1981Just east of Parsons CreameryAnd the Characters BarnesCommander Bear Private Benson[1] Brett Dunmore (formerly) Captain BridgetBulletLieutenant ClintConners CruzColonel CypressHarrald Private Hart Major Jefferies Commander Kaylor Sergeant Lanier Sergeant Lee Locke Private Martin Monique Dunmore (formerly) Robert Joseph MacCready (formerly)Lieutenant RyanRyderSabot TessaCorporal TorninCaptain WesWinlock Now Imagine the amounts of content this adds for Modders to mess with. Obviously you won't be able to just walk into any Gunner strong hold. It just offers the ability to capture settlements in the name of the Gunners... Part 2 (Joinable conquest Factions) Capture settlement's in the name of many Factions for that Factions leader, with many factions having the ability of you rising through the ranks to become the commanding leader. Friendly join-able Factions The Brotherhood of steel ( opens conquest missions based on tech sites or sites that produce things the brotherhood need) The Minutemen (Work how they originally designed with minor tweaks. Not as weak as they start in the base game, have captured sanctuary. Need help defending it against attack when you come upon them.) The Gunner's ( Opens up Gunner's Rise quest line in the commonwealth more details later)ââThe RailRoad (Opens up Railroad Resettlement) Hancock & His Triggermen (Detail later) The Institute (Not friendly until end game. More detail later)Always Enemy Factions (But can still setup trade) Tommy & His TriggermenAlways Enemy Factions Raiders (Attack and capture settlements with low population and high resource output)Super Mutants (Attack and capture settlements with high population and low defence ratings)Children of Atom (Attack and capture settlements with low population and high radiation value)Rust Devils (Attack settlements with high population of robot settlers)Forged (Attack and capture settlements near factories and with power armor stations)Commwealth Mutants (Attack any settlements with the intent of killing all population automatically un-claiming it for that faction owner.) Now you ask why for all these people. Part 3 (Settlement specific Resources) - settlement locations are added and improved. They will all have a specific resource critical for survival, expansion. Examples, scrap, weapon production, metal( aluminum, steel) This will work in the form of scav tables worked by settlers. Build only 3 per settlement. Offers hundreds of items per day per station. This will work with conquest mod to adding based on surrounding area a item to be harvested. Now your saying but dude that's to op and will ruin the game. Now wait. Part 4 (War) - settlements that have stock piles of resources will be raided by enemy and Waring factions for their booty and can even capture the settlements completely. Taking over production and construct their own style of buildings(not Destroying yours) example super mutant hordes will build spikes and gut bags for all the new dead settlers they've killed. Conquesting factions will run rampant across the common wealth. Warring for reasources of for the sake of war (super mutants). Alliances will be forged money and reasources will change hands if wars are going one way for a faction. The commonwealth population (random spawns) will reflect current powerful enemies and allies. Be as evil and coniving as you wish. Or try to bring the commonwealth together. But remember not all people will ever get along. Epic tower defence like seiges with many new seiges equipments and fortifications. - mini nuke artillery (single + mirv + emp) - concret bunkers - manned machine gun emplacements - Tanks... Prolly not Unique faction npc commanders to barter with. Trading reasources, weapons, men, settlements. Peaceful & aggeresive tactics. Large scale settlement warfare. 50v50 Generated enemy fortifications. Who wants to see this mod? What would you add to this concept? I really sick of seeing people just say hey make me a cool automatic rifle. I'm bored with the mods coming out of the workshop these days.
  14. Nuka World Open Season Quest mod Who here thinks the options to complete the quest in Nuka World were too narrow? Did you feel that is was excessive doing all the work, clearing the attractions of hostiles, or emptying the park of all the Raiders? So you show up to Nuka World, enter under false pretence, you then risk your neck getting through the gauntlet, only to be set up in a fight you can't escape. Once you defeat the Overboss you are given the task of clearing out all the hostile locations throughout Nuka World to prevent civil war between the three gangs. With the exception of Porter Gage as a companion, the Raiders do not help you clear the parks, but want to take it over once it is cleared. At no point did I get the feeling that the gangs were at each other throats, besides the few back stabbie holo tapes, messages and of the cuff remarks, (Not much different to regular people in the real world), just talk *censored* but don't do much of anything beyond that. The only thing the Raiders are willing to do is invade the Commonwealth and fight helpless Settlers. What a pathetic bunch of lazy ass poser toss bags. If you follow the 'Home Sweet Home' quest, one gang gets sand in its vagina and turns the others, so one third of the Raiders can be bumped of at that point, but this option only becomes available after you attack three Commonwealth settlements. Alternately you have the 'Open Season' quest option to kill the three gang leaders, as well as the hundred plus Raiders that become hostile within a mile radius, and any allocated to the park attractions if you completed 'The Grand Tour' quest. Personally I expected that choosing which gang to back would be more important, perhaps a predictable and recycled plot, the conflict between the BOS and the Enclave in Fallout 3 comes to mind. I figured before heading to the Commonwealth, your favoured gang would have to fight the other two gangs to the death, or alternately plot with the gangs to assassinate the leaders and potentially keep the gangs from all turning hostile. Three gangs, same quest outcomes, they only seem to differ when in comes to aesthetic and recreation interests. In the end I tired of the pathetic nature of the Raiders and opted to kill them all. The DLC seems to set you up for a much more than it can deliver, and just felt underwhelming overall. Mod idea: In choosing Open Season you have to choice to invade, not an necessarily an with an entire army, but at least a squad. The invasion could tie in with a friendly faction from the Commonwealth, (depending on your progress with them, main quest etc) or if you have the caps hire a group of Gunner mercenaries for the task. Once you complete the quest the squad can either return home (similar to when you complete the main quest), or stay on as security. The DLC ties in Preston Garvey into the quest choices but he alone is the only help you can get? Why can't the Minutemen send a group? Especially if you have done the quest that makes you the damn General, reminded me what the point of being a General is? Apparently running errands and building crapshacks for Settlers is what. Thanks for reading.
  15. So I have an Idea for a Fallout 4 mod, basing around economy, similar to the Mount and Blade style of villages delivering towns kind of thing, to where prices will adjust based of what is being produced by villages and processed in towns, and what raw material produced by your settlements is put on a caravan to be sold for caps. Caravans that, just like in Warband, can be attacked outlaws and other factions, essentially playing Risk with settlements, where if you ignore settlements you will lose them and the Commonwealth as a whole. This, a constantly changing world of prices, territory, and safety would make running a settlement feel more impacting than it stands in the base game The biggest point in growing your settlements with this mod, the dynamic economy. To start, we need to look at what the commonwealth needs to survive; Food, water, clothing, and shelter. To provide these, settlements will go to other local settlements, or to Diamond City to sell their goods to buy whatever they need, barely cutting even, if they even make it to market. To reflect this subsistence farming style, prices are raised to reflect the starting output of the area of the commonwealth that are ready to help Diamond city. (nearly all non-food goods then have to be made outside of the map, from other big settlements, so the taxes are pretty high) As you grow out of nothing and being to produce more specialized goods other than food (raw wool for cloth, metal scraps for armor and weapons, trees for wood, etc) prices will go down and you can start to process and export finished goods to other settlements, increasing the prosperity of nearby settlements and lowering the prices that goods are sold for. Eventually, once the Commonwealth is united (by you of course) and can sustain basic survival needs, it can begin to export to other cities, where the BIG can flow into the city, and fall into your pockets. So what is in your way of getting these great and powerful riches? Enemy factions, of course, that want to make themselves the sole power of the Commonwealth. These dark powers will fight off anyone who thinks they can stop them, and do whatever they can to stop you, or anyone else, from taking their place as the biggest power in the area. This includes raiding shipments between settlements, growing their own strength by producing goods they need, and taking new settlements to grow their overall power rating. As each faction takes more landmass, that faction will become much more difficult to deal with, making it more of a challenge to fight off a self-made superpower. This can make a real challenge for players who let one faction grow, a 'hard mode' for players who want that kind of big difficulty. Each faction would have their own special abilities, and their own special drawbacks, and whichever faction you side with in the main story will provide a unique characterization to your settlements. Some of the more unique ones would be the Super mutants, whereas they do not naturally produce settlers but have to capture other settlers and place them in FEV chambers to 'make' more Mutants, at the benefit that they are incredibly strong and can do the work of two settlers with only one person, promoting them as a slow, powerful force that only needs a few able bodies to take what they want; as well as the Institute, who instead of recruiting settlers, make them at the cost of materials, and can really bolster large groups fairly quickly, at the cost that they have weaker units in general. Where these two ideas really unite is the economics within the factions themselves, and how, with proper spreading of resource growth, good tactics in dealing with your opponents economic/military forces, and specialization of particular goods produced in certain areas, can lead to massive amounts of land and caps in the late stages, which overall increase the prosperity of not only the Commonwealth, but the entire Fallout universe, making you the hero the common wealth needs. Thoughts? Ideas? Criticisms? Want to take up this mountain of a task? Take it to the comments, I want to hear the communities thoughts about this.
  16. Basically I'm making a mod and I'm trying to make guards and npcs in an area not report crimes. To clarify, this isn't a custom area where I can just not make a crime system. I'm trying to do this in Morthal. I've successfully managed to remove CrimeFactionHjaalmarch from the guards and npcs in Morthal. Checked it in game and they are not in the faction. However, assaulting a guard still results in a bounty. Assaulting an NPC on the other hand does not result in a bounty. Is there some other mechanic here that makes guards still report crime even though I have removed their crime faction? How do I go about removing this? Thank you.
  17. Admittedly I haven't attempted a mod of this scale since Oblivion, and I never released that, but I currently have plenty of free time, and likely will for a while, so, I'm starting some pre-development and script writing work on a Gunners faction mod. The idea is to stick to vanilla assets as much as possible, but to create a faction that will at least include the option to be a 'bad guy'. Development notes, really interested in feedback. Act 1 No major changes needed Act 2 Add a Gunners specific quest for just after the Brotherhood shows up. Second Gunners quest overall. Hunter/Hunted - Add extra radio dialogue and make Gunners friendly/helpful if part of faction. Possible orders to terminate K1-98. The Molecular Level - Add option to build Teleporter at a Gunners base, requires a mechanic character and a settlement area. Act 3 New set of quests leading up to "The Nuclear Option" Should include neutralizing Minutemen and Brotherhood before Institute. Railroad poses no real threat to Gunners. Potentially integrate submarine to destroy Prydwen, Assassinate Preston, Sturges, destroy The Castle if "Taking Independence" is completed, kill Ronnie Shaw if "Old Guns" is completed. Quests regarding Institute will be passive, essentially just "do what father says and report." Will go until Beryllium Agitator is to be retrieved, then report and somehow sabotage it after getting it. Joining Several ideas 1. Recruiter shows up after killing so many Gunners. 2. Opportunity to help Gunners, possibly over radio 3. Recruiter in Goodneighbor 4. Injured Gunner tasks you with completing his job, for a cut. 5. Use an existing quest involving Gunners Faction Side Quests Will involve settling a power struggle. At least 5 quests. Two choices of leaders, one (Captain Bridget? ) will cull the existing Gunners ranks of ex-raiders (Tessa, Baker, Ryder, and Clint will all go, along with everyone at the Mass Pike Interchange and Hub City Auto Wreckers) and return to more moral, but still mercenary roots. Some Gunners locations would be filled in with other enemies (Raiders, Ghouls, Super Mutants), due to reduced ranks. MacCready may be willing to join you after this. The other (Captain Wes?) will cull the "Old Blood" and embrace the purely 'for profit' standing of the current Gunners. Will only involve two or three officers and their loyalists, probably at the two Vaults (75 and 95). If siding with the old blood, the Brotherhood and Institute will still be destroyed, but the Minutemen will be left alone. If no side quests are completed the existing leadership remains for Main Quest, can be turned around afterword. Final Assault Will be similar to Minutemen, but no real concern about letting people evacuate. Agitator will already be sabotaged, strike will be focused on retrieving tech before it blows. Faction Benefits Early-Unique combat armor upgrades, or armor upgrades in general (apply skull insignia), discount from Dreth Late-???? possibly something with vertibirds Other There are several occasions throughout the game where other factions' activities could be reported to Gunners leadership. Definitely report on Institute technology throughout. Kid in a Fridge-Option to help Bullet, Possibly add faction specific option to talk down Bullet The Devil's Due- Potential integration as a side quest, or joining quest. Atom Cats-option to talk down the Gunner's attacking, or turn on Atom Cats, possibly change Gunners to standard raiders HaluciGen, Inc.- Possible integration as a side quest or joining quest Ness- Gunners won't side with her if you are a member MacCready will refuse to join, or even talk much if you are a member of the Gunners. Barnes and Winlock ignore you (disable most dialogue) Long Term/Low Priority Possibility to kill Preston and his party at any point (would end minutemen quest line) + Jewel of the Commonwealth alternate quest giver for killing the group, perhaps a note referencing Valentine 3 types of repeatable and/or radiant quests, possibly extorting some of the settlements that have settlers by default Gunners insignia skins for Automatrons Companion unique to Gunners with own questline. Rerecord Captain Wes' old lines to match new voice (if used) Make Gunners Plaza more of a settlement/fort, refine daily schedules and interior areas
  18. The Brotherhood of Steel... or Steal? If you've worked hard on some settlements you're not going to take kindly to handing it over to the Brotherhood Of Steel if you are allied with them and take on their radiant quest 'Feeding The Troops'. No, Brotherhood. You can lend the crops, but the place doesn't belong to you. Any chance that a mod could exist (asap!) of either handing the settlement back to you right after turning in the quest, or otherwise preventing it from being take out of your hands in the first place? I tire of having a dozen or more radiant quests hogging my Pip-Boy's quest list.
  19. I liked The Brotherhood of steel (ever sense Fallout 3) and i also liked the minutemen. I want to be both general of the minutemen and sentinel of the brotherhood. But there is this one problem i am facing. The Minutemen do "not like" the brotherhood. "I mean, can they have a diplomatic solution rather then killing each other ?!" The brotherhood wants to protect mankind from dangerous technology that can wipe out the world. And the minutemen wants to rebuild Society in the commonwealth. Would that make for a peaceful solution?! As for the other Factions like the institute & the railroad, well...I...didn't really cared about them." What can I say, we all have different opinions right?!" So i Was thinking if there could be a way to create a faction mod that will allow you to beat the game as a member of the brotherhood or Minutemen and continue playing the game as both members of the brotherhood and the minutemen. I know there some of you guys would think that this is total B.S but this is something that i want, something i desperately need! i mean the Creation Kit is out ( well on beta anyway ) so why not use it to create this one. Please I swear god, will someone create this mod?! not for just me but for the other Autistic Gamers ( such as myself ) that might be out there, That could be like me." Please i am begging you" I am a high functioning autistic adult that has crohn's disease. I know there are some of you who don't care about people with disability's but can you at lest show some respect. I'm not as social as i used to be. If you choose to ignore this mod request than that could mean that you that might be someone who doesn't care about autistic people. That will tare me apart ( i am not joking i am "dead" serous ). i know the internet can be a dangerous place but i gust want this mod to exist. I don't know anything about making mods, but i know that some of you are. So please someone, anyone take this request with the best of your moding ability's. Todd Howard did say that "player freedom was there #1 goal" and i want that type of freedom in fallout 4.
  20. Hey Peeps... Hey peeps, I have a confusing question (hang in there): How do I make it where I can get other followers to follow a certain NPC and not the player. And then that certain NPC follows the player, all while the other followers are following that certain NPC... does anyone know how to do it in the creation kit because I can't get it to work. Thanks peeps. So Far... + I have created 2 factions, one consisting of the leader (followed NPC), and the other consisting of the followers (NPCs that are following the leader) + I can get the leader NPC to become my follower - I CANNOT get the follower NPCs to follow the leader NPC, unfortunately.
  21. I have a little mod that adds some follower creatures with similar AI to this lamp. They have the same problem the lamp has: even though their custom faction is friends with every other faction (and is ally to player) they get attacked by anyone hostile to the player. Their AI is also set to Cowardly and Observe Combat Behavior, so they should run away. How can I make it so they're ignored by enemies during combat? I've googled this for ages but can't find anything relevant. I wonder if it's because they're player allies? Faction Friends are NEVER supposed to attack each other, but maybe player relationships override it? If I turn them neutral to me maybe it can work?
  22. Anyone who played Skyrim on PC would have most likely downloaded the guard dialogue mod. In which added more variety to all types of guards speaking in Skyrim. It added much more immersion and was overall deeply engaging at any state in the progress of your game. This is in my view and many others. It would be great if the same could be applied to Fallout 4! I am sure this has been requested before, although, if it hasn't, I hope this grasps attention from the modders. Dialogue for the minutemen, gunners, super mutants, creatures, synths, vault dwellers, and more, could enhance the interest of Fallout 4. Not only for the guards but general NPCs located throughout the commonwealth. It's an idea that has a ton of potential. Also, someone get Jon Gentry (Preston Garvey voice actor) to record alternative lines! The repetition of dialogue kills the immersive atmosphere for all Fallout 4 players... It's a mod that requires new voices and voice actors who have previously recorded dialogue. A huge request, absolutely. But, an unquestionably beneficial one!
  23. What I Need: Hello everyone from the nexus. I have a huge mod idea with almost everything set up for it. I have many quests, guilds, side missions, monsters, factions and more readily available and all I need is the help to make this idea for the community. I need serious modders to help create a whole new world that is something greater than that of Falskaar but I can't do it alone. Nothing is set in stone so its not like I'm going to go on a linear path that can't be changed. There will be many changes to the idea from taking out entire ideas to keeping them all. There are too many to write in one post to keep someone interested so I will write a summary to also keep some things a secret. Mod Summary: This world I have created has many monsters but the most common will be the Raptors (haven't decided on a name yet) which are raptor like creatures who are loyal to Skaal who is the leader of the raptor army that threatens these people of Geoffen. (name in progress) There will be many factions but one being the Geoffen Tree Huggers which is a nickname given to them from the people of skyrim. The reason behind the name is that they are a group of assassins who hide in trees and blend in until they get valuable information or even assassinate a target. Another group of people who may or my not be joinable are the Anami that are a very secretive group that not many people know about. All that is known is that the only people that know how to find them are the tree huggers. Who are also very hard to find... Geoffen is the birthplace of Humans and many other races here are similar to the ones from the other side of the world but are hard to blend in. This side of the world is a little bit more enhanced than the people of tamriel but not as enhanced as the dwemer. Magic is frowned upon by most natives but some cities don't mind it. I could go on forever but I wouldn't wan to ruin the suprise or bore you. If you are a modder and are interested in helping me out then email me at [email protected] Your Favorite Kangaroo; Kang
  24. Sorry if its been asked before, but maybe a mod that mimics the recruitment process thats in the blades guild/faction, its a shame the DB quest line kills off all the unique characters and replaces them with generic, nameless, nobodys that have no story, and since most of the new member quests seem to have conflicts or can not be installed before finishing the mod, than maybe one that implements a recruitment process after becoming listener or after the fire, i just think that would be pretty awesome. I have no idea how to make any sort of mods myself or else i would. thanks for your time and consideration.
  25. Hi all. I'm looking for some modders (some experience necessary) to try and help me make a mod. We would need people capable of 3D Modeling and making textures, building locations and creating quests. Personally I am quite good at creating characters and quest lines, as well as with the writing and planning aspect of it all. As of yet, I haven't actually planned out the course of this mod. However, I think I'd like to create a mod that a) adds more factions and b) creates new spaces to explore that accompanies the new quests. I would appreciate any input as to what type of mod people think I should make as well. Those who join the team, we'll definitely decide beforehand as a group what we want to make, and then set about doing it. You can message me here on the forum, or send me an email at [email protected]. If you're interested, don't hesitate to shoot me a message -- I'd love to have you. For those of you who read to here, even if you're not interested in joining up, ideas as to what we should create would also be really helpful. Thanks for your time, 4Gargoyle4
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