Jump to content

Search the Community

Showing results for tags 'gunner'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Site Support
    • Account Support
    • Vortex Support
    • Nexus Mods App
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings and Bans
  • Discussions
  • Vortex
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 7 results

  1. 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
  2. Hello! I would like to see a mod where you can disguise yourself using clothes that a faction would commonly wear. <Main Questline Spoiler Below> On the mission where you invade The Prydwen with the railroad using BOS fatigues and a vertibird, I thought it would be super cool to do that at any time with the Brotherhood, raider gangs, triggermen, gunners, etc. Like with gunners for example, if you were to kill a gunner silently without any others noticing, then you could take their outfit, wear it, and be able to walk past any gunners. But once you hurt one, get too close, or try to take something from a locked place, they will then know you aren't one of them, and try to kill you.
  3. Please FOR THE LOVE OF GOD would someone make a mod to put miniguns on both sides of the vertibird and press a keyboard button to switch between them. I can't believe this wasn't already thought of before.
  4. I know a lot of people are complaining about not being able to play 'evil' in fallout 4. To be honest, I don't think Fallout 4 could pull off an evil story line, as it would simply conflict with the 2 main protagonists. With Fallout 4, Bethesda went out and forced us to be good guys. That's fine with me, and I think the story is fine. Doesn't mean I don't want to roleplay as a raider or gunner and be the scourge of the wastelands though. So here's my concept, that I can't make since I have no idea how to code, and I know quite a bit of this would require the GECK. I can, however, toss this out and offer my help in writing a narrative for a couple factions. So What I suggest is basically making an alternate start, where you're forced to be some no name scumbucket who just blew into the commonwealth. In the interest of making dialogue easier on some points, let's also say that his vocal chords got screwed up in a gun fight, so the only way he can communicate is through his pip boy via a text to speech (or maybe have that as a whole other faction who worship robots like the sons of atom worship the bombs in the raiders or something. Meh) -------------------------------------------------------------------- Upon arriving in the wasteland, you go to a bar. In said bar is a gunner recruiter who happens to need one more head to make his quota, so he offers it to you. If you accept, you join the gunners and all raiders are hostile to you. If you decline, You get cursed out, thrown out of the bar, and down the road you get an encounter where a raider kidnaps you. You wake up as a raider at the Corvega Assembly Plant under Jared, and only raiders from the Corvega plant are neutral to you. Either way, you get labeled as a gunner or a raider, and all settlers/minutemen/other standard friendly people are hostile towards you (Minus goodneighbor and a few other areas that don't care if you're a gunner/raider) As a note, while all of this is happening, the lone wanderer (the standard character you would start off with in vanilla) Is off building up one of the other factions (I would suggest BOS for Gunners and Minutemen for Raiders) and you should be aware that the lone wanderer is out there, and that you'll end up meeting them throughout the gameplay, eventually being forced into a showdown at the main base after being attacked. Furthermore, In writing this I'm trying to stay as lore friendly as possible, while also trying to include as much pre existing information as possible -------------------------------------------------------------------- As a Gunner : Gunners obviously use a military ranking system on top of a mercenary style gameplay. There would be a few different quest lines. Here I'll be using the USMC rank and operation rules (Squads consist of 4 people, 1 Squad Lead, 3 other units). As you complete the main story, you'll be introduced naturally to the radiant quests, as well as being given more story on how the gunners actually operate and their command structure. As you complete more missions, you climb up the ranks, from E-1 (Private) To O-3 (Captain) [Maybe beyond to O-9 General?). In total, I'd say there should be about 16~18 main plot lines for the gunner. After you bring down the castle, We'll say captain wes is injured and decides to leave the organization to you. Because what's a Fallout game without being able to spend 1 month in an organization and take it over? 1) Mercenary Work (radiant quests) Killer for Hire - Obviously, go kill a randomly generated NPC.Gather Materials/Weapons - Mostly for low level gunners, they need to scavenge for food, weapons, etcDefense Missions - Go defend a person/settlement2) Base Establishments Go to the settlements around the commonwealth and set up even more outposts for gunners.3) Main Story (You'll have a main CO who's a Master Sergeant) Bootcamp (Promoted to Private)Radiant Missions near the main base (1 to 2) [Gathering Missions] (Promoted to Private First Class)Base Establishment along with a group of 3 other gunners (Promoted to Lance Corporal)First Meeting with the Lone Wanderer at the first base you setup (They were sent there to setup a base), Lone Wanderer Leaves without fight.Defend a farm (Promoted to E4 Corporal)Attack a Raider group that's butting in on your territory with a group of 3 [you'll be following orders from Tessa or someone else) (Promoted to Sergeant)Noticed by Captain Wes via Tessa's evaluation (Promoted to Master Sergeant)Gain charge of group of 3 followers to command (You customize their weapon loadout)Protect a Settlement/CaravanRadiant MissionsCaptain Wes Commands you to take over a farming settlement for food (Any farm)After taking over settlement completely, you're charged with fortifying it (Promoted to 2nd Lieutenant)Given charge of 3 Squads to send out on missions to procure resources and complete radiant missionsmore to come Will work on the raider side later. Mostly you'll be going around trying to get leverage or destroy other raider outposts, raiding settlements, etc. For example, you could be tasked with infiltrating the beantown brewery to dig up dirt on Tower Tom. After finding it, you then use that as Leverage to get food/supplies from Tower Tom.
  5. So Yea I Was Modding This Long War Mod Cause I Was Too lazy To Make My Own From The Scratch .. Yea Well Dw I Am Just Gonna Use It For Personal use Not Gonna Steal The Mod .. Modify And Rename And Well Upload And Take Credits if ur Worried And Here AM Stuck With A Big Problem All Is Well Till Now .. I Have Edited The Abilities My Classes Want .. Well Basically Everything Went Fine Except For One Thing My Heavy (Gunner Class To Be Specific) Class Troopers Were Unable To Equip The LMG's I Did Changed The Value To Heavy And Still They Were Unable My Rockeeter Can Equip It With Np's But The Gunner Class Was Unable To Equip He Was Able To Rquip It When I Changed The parameters To Either Support Or Just Rifle Or Normal My Guess The Gunner Class Is Classified Under Support Class I Dont Want Him In Support Class . And I Dont Want My Support Class To Run With Heavy Plasma And Heavy Cannons ... cause Its Just Ridiculous So Just Asking If Anyone Can Tell me A Way To Change That And Reassign Gunner To Heavy Class So he Can Equip The LMG's
  6. Does anybody know if there is already a mod to make the plasma thrower scale up with heavy gunner perk instead of commando? Makes more sense to me, since it if basically an improved flamer.
  7. Ive tried to make companion mods in the past but the amount of work and different programs and whatnot you need to use make my head spin and i usually dont get very far. With that said I am looking for two companions, them being an ex gunner and a reformed raider. If anyone knows of mods for these that already exist, please let me know. Ive already perused captainnoob6's companions but theyre pretty lackluster and dont have that depth and story that I am looking for, nor the romance options. If someone wants to work with me to create these companions, my ideas are as follows and i just need people to actually make them since i lack the ability and talent. The ex gunner during a raid on his settlement, [name pending] showed extreme prowess in combat and after helping fight back the initial attack by the gunners, was overwhelmed and made a final, lone stand against the second wave. Ultimately he made a deal with the leader of the attack, that being his life in exchange for his service for the gunners. It took some work but he climbed his way up the ranks to captain. Never agreeing with his work but going along to keep himself alive, he eventually found himself at quincy. The events there shook him, and following the massacre he finally decided he had to find a way out. Later on he would be stationed at greenetech genetics until a courser fought its way inside joined by the soul survivor. Obviously, he would be found at greenetech genetics, in the room where the elevator opens up to before the courser fight. He asks for your help taking it down and after it is dead will become your companion. Some examples of things he likes or dislikes. Likes: killing gunners, helping settlers, alcohol consumption. Hates: mean dialogue, drug use, harming settlers. His affinity levels would eventually lead to a quest at level 3 where he asks you to bring him to quincy and, if it hasnt been already, clear it out. he would then go to the church in town and pay his respects. When you max his affinity he will give you a special perk. Said perk would be named "GET SOME!" and would give you an extra 25% damage against gunners and raiders. The reformed raider Born into the wasteland, [name also pending] had to grow up strong, and grow up fast. Everyone she knew had a weakness. Everyone she knew died, because in the wasteland only the fittest survive. Eventually she found herself among a raider sect in the ruins of boston. She actually grew close to another raider during this time, and the years she spent among the sect were the best of her life. During one raid however, the raider she had begun romancing was killed and it flipped a switch in her head. nobody cared that he had died, only about who got his gun, his armor or his chems. after burying him she vowed to leave her raider ways behind and get help. After collecting all her belongings and caps she traveled to goodneighbor where she did enough work to get a reputation as a reliable person and then made the move to diamond city. Here, she got help kicking her chem and alcohol addictions and now works as mercenary that mans the walls. She would be found outside diamond city's walls during the staged mutant attack. After eliminating them she will approach you and mention you are good in a fight, and ask if she could tag along for a little while. Some examples of things she likes and dislikes. Likes: Helping settlers, killing mutants, killing raiders. Dislikes: killing settlers, selfish dialogue, chem/alcohol use. At affinity level 1 she will talk about her childhood. at level 2 she will reveal her past as a raider. at level 3 she will ask for your help tracking down her old gang, which will start her quest. at level 4 she will give you a special perk. Said perk will be called "A mile in her shoes" and will increase the range at which you can detect enemies. I know what im asking would be a massive undertaking, which is why i first asked if anyone knows if something like this already exists. that being said i would also love to see these two ideas brought to life as a mod. if you know of anything similar, want to help or know anyone who would like to help, let me know.
×
×
  • Create New...
  翻译: