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Mod ideas for @leapinL

Oh just to whet your appetite A strange Calling has some comics in the dungeon.
2 that give 5 Perk Points
1 That gives you a level of Ninja.
1 Makes you immune to radiation
Those are all the ones Ive found :D
 
Personally, I just shelved a playthrough where I went almost straight to Far Harbor (grabbed a few essentials in The Commonwealth first) just to see how much the Mutant Menagerie mod-set adds out there. There's a LOT in the Far Harbor sub-pack for that, up to and including crafting better leather armor (rivals Combat Armor for stats) and Fog-Infused weapons. Some of the creatures that adds are brutal, though...

(playthrough was ended due to, once again, Leveled City Plans causing so many issues for me it wasn't worth continuing)

I had also briefly tried a game with a loadorder built around "Black Summer" and "Feral Infestations" but with SS2 on top of that, there was already script-lag and glitchy behaviour before I'd even gotten up to quest "Where There's Smoke" :(
Might have to try playing without SS2 for the first time in years and go all in on that, track down that "empty world" thing of SKK's and everything...
 
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(playthrough was ended due to, once again, Leveled City Plans causing so many issues for me it wasn't worth continuing)
I feel you on that front. I've only managed to get rid of stuck plots thanks to disabling plots that change during a city plan upgrade, but the more I struggle to keep up with managing and leveling those plans, the more I feel like I should stick to Basic Plans and add buildings as I unlock them.

By the way if you want to try a modlist without SS2 or vanilla content, there a few FO4 experiences focusing on that aspect: https://www.fallout4experiences.com/
 
Personally, I just shelved a playthrough where I went almost straight to Far Harbor (grabbed a few essentials in The Commonwealth first) just to see how much the Mutant Menagerie mod-set adds out there. There's a LOT in the Far Harbor sub-pack for that, up to and including crafting better leather armor (rivals Combat Armor for stats) and Fog-Infused weapons. Some of the creatures that adds are brutal, though...
I just added the Far Harbor one and haven't been there yet on this game. I have 2 separate games going right now, one with SS2 and one without.
 
I feel you on that front. I've only managed to get rid of stuck plots thanks to disabling plots that change during a city plan upgrade, but the more I struggle to keep up with managing and leveling those plans, the more I feel like I should stick to Basic Plans and add buildings as I unlock them.
Yeah, the amount of effort it's taking for me to keep Leveled City Plans working, it's completely negating the whole "the settlers build it themselves" concept, and still running into weirdness like the settings I apply only sometimes being counted. I'm definitely going back to using just the 'basic' built in ones.

To bring things back on topic though: One of my favourite mods lately is actually "S7 Skill System" - changes the perk system entirely and adds Skills from the old games back in; however, they work more like in an Elder Scrolls game, where you only level up a skill by USING it rather than just waking up one day and being the greatest sniper that ever lived despite never even seeing a rifle before. It takes a bit of setup and acclimation time, but I love it now - and a positive is that the changes to how perks are given doesn't seem to affect SS2's usage of them for "skill checks in dialog".
 
Oh just to whet your appetite A strange Calling has some comics in the dungeon.
2 that give 5 Perk Points
1 That gives you a level of Ninja.
1 Makes you immune to radiation
Those are all the ones Ive found :D
Now you've really got my attention. As soon as I finish point outlook.
Darn these 24 hour days, just not enough time to play.
 
I just added the Far Harbor one and haven't been there yet on this game. I have 2 separate games going right now, one with SS2 and one without.
I adore Far Harbor. It feels much more like what I think Fallout should be. Id suggest getting a mod to make the fog glow less and the nights darker. Oh another fun idea Ive done is to turn off compass pips. It gave me several hours of quest free explorations crawling through the ruins to see the neat stuff the Devs cooked up. Oh you should also visit the locked away island.

Two games is perfect IMO you can test things and see if there is a difference.
 
Yeah, the amount of effort it's taking for me to keep Leveled City Plans working, it's completely negating the whole "the settlers build it themselves" concept, and still running into weirdness like the settings I apply only sometimes being counted. I'm definitely going back to using just the 'basic' built in ones.

To bring things back on topic though: One of my favourite mods lately is actually "S7 Skill System" - changes the perk system entirely and adds Skills from the old games back in; however, they work more like in an Elder Scrolls game, where you only level up a skill by USING it rather than just waking up one day and being the greatest sniper that ever lived despite never even seeing a rifle before. It takes a bit of setup and acclimation time, but I love it now - and a positive is that the changes to how perks are given doesn't seem to affect SS2's usage of them for "skill checks in dialog".
Clanggedin's Perkfest - The Ultimate Overhaul - EN is a similar idea with lockpicking and hacking. They tweak a ton of stuff so it cant work with perk points other mods can. They also have some out and out cheats avalible by the Entrance to Vault 111. Oh and in Concord in the house the news paper lady moves into.. You can get the Michael bay effect where you get big booms and Zeus zaps your opponent with lightning. Even has some cheaty weapons. A fav is a baton that knocks down yoru oppent rendering them helpless and applying a bleed every hit. I killed a Hermit Crab at level 1 with it.
 
Mods we really need:

People of the Commonwealth - different types of people in an environment(cell) that matches their character. with voice acting and some quests to help tie the different parts of Fallout together.
Families of the Commonwealth - church, family of note, mobsters, and notable ones with the same tie in as PotC.
As a writer myself, I think - contrary to popular opinion around here - that the Fallout 4 world is pretty well thought out, as worlds like this go. I can see that the writers really had their hands full coming up with thousands and thousands of lines of dialog, which really are well crafted. But modders can certainly fill in plenty of empty spaces with examples like M Panda mention. Churches have obviously been spared the wrath of China by Providence, and would likely serve as focus points for religious or fanatic settlers. Farms like Abernathy's, Ten Pines, Greentop, Finch's and others could easily be larger with indentured settler workers. And gee, how many settlements do we establish besides? Even Boston Airport? Like 20 something? There are all kinds of places that, when settlements get too big, bands can separate to clear out and establish themselves. There is a lot of space to just throw down some lumber, some crops, and make a farm from scratch. And why just settlers? A Skinny Malone wannabe might get tired of being a second rate hood in Goodneighbor and pick a spot out in the Commonwealth, or even MacCready if he got tired enough of squatting in The Third Rail.

SS2 takes up a lot of the adventure steam left over from the FO4 vanilla plot, but there is still room for some intrepidness here and there.

As an aside, I'll have to say that I had a pleasant surprise yesterday. I managed to get through the Corvega mission for Ten Pines, only dying once, and on the way back to Sanctuary, crawling with about 1500 pounds of loot, I swung north to check out a familiar site just to see if something was there. And gosh dang, The Bone Zone was still open for "business"!! :grin I could hardly believe it! And I was so happy, because the modders responsible for the FN FAL rifle, among others, were well armed with them. And I only died twice, though I might have grenaded myself one of them. It's still not in the mod list, but who cares!

20230328143210_1.jpg20230328140107_1.jpg20230328140122_1.jpg20230328143519_1.jpg
Such festivities were had, doing in some of my favorite mod authors and intranet celebs. :rofl
 
that the Fallout 4 world is pretty well thought out, as worlds like this go
I agree. The art and design department have, imo, always done a fantastic job with world design. Each time I play FO4 to relax or test things I'm plesantly surprised at how much content, even quest wise, there really is. I think the problem quest-wise 'reared' when a bunch of people were doing quests as 'standalone' adventures rather than looking and tieing the characters and quests together.or even considering what the player mightv'e done and the choices they made. It needs 'macro' design along with 'micro'.

To promote additional playthroughs the 'playboy of the commonwealth' shouldv'e been removed and allow the player to choose a single companion with a good solid perk to get if one goes the romance route. Unless... the companion doens't mind(make it rare as to provide variety to players). Then allow the player not just a perk benefit, but also a faction benefit to siding or romancing a particular companion.

If I was Bethesda I would stray away from the 'bullet point' quest notes and spend more time working quests around active discussions only. This way each quest designer is privy to the other and how it might tie together.
 
As a writer myself, I think - contrary to popular opinion around here - that the Fallout 4 world is pretty well thought out, as worlds like this go. I can see that the writers really had their hands full coming up with thousands and thousands of lines of dialog, which really are well crafted. But modders can certainly fill in plenty of empty spaces with examples like M Panda mention. Churches have obviously been spared the wrath of China by Providence, and would likely serve as focus points for religious or fanatic settlers. Farms like Abernathy's, Ten Pines, Greentop, Finch's and others could easily be larger with indentured settler workers. And gee, how many settlements do we establish besides? Even Boston Airport? Like 20 something? There are all kinds of places that, when settlements get too big, bands can separate to clear out and establish themselves. There is a lot of space to just throw down some lumber, some crops, and make a farm from scratch. And why just settlers? A Skinny Malone wannabe might get tired of being a second rate hood in Goodneighbor and pick a spot out in the Commonwealth, or even MacCready if he got tired enough of squatting in The Third Rail.

SS2 takes up a lot of the adventure steam left over from the FO4 vanilla plot, but there is still room for some intrepidness here and there.

As an aside, I'll have to say that I had a pleasant surprise yesterday. I managed to get through the Corvega mission for Ten Pines, only dying once, and on the way back to Sanctuary, crawling with about 1500 pounds of loot, I swung north to check out a familiar site just to see if something was there. And gosh dang, The Bone Zone was still open for "business"!! :grin I could hardly believe it! And I was so happy, because the modders responsible for the FN FAL rifle, among others, were well armed with them. And I only died twice, though I might have grenaded myself one of them. It's still not in the mod list, but who cares!

Such festivities were had, doing in some of my favorite mod authors and intranet celebs. :rofl
Id love to check out that dungeon. Where did you find it?
 
"That would be great. Isn't this all about having fun? If not, then I am doing something wrong. :grin I may have to try out "A Strange Calling", it sounds intriguing."

The entrance is just north of 111 so its pretty convenient - Her BarbaricFallout is inside the fenc around 111.

If you need help with the puzzles I will. Ive not beat them all but Ill try to help. Be wary of doing it with too many buffed enemies. In addition to humanoid you have synths, animals (Inc Deathclaw), Mirelurks. I forgot and left my zombie mods and I didnt get far before a massive wave of tough ghouls trapped me :P

A Strange Calling Is here.

The end boss fight is one of the best. Easy to learn hard to master :D
Ok I made it through the first challenge, now on to the next. Enemies sure pop up unexpectedly. I have noticed I am super tense going through this.
 
Ok I made it through the first challenge, now on to the next. Enemies sure pop up unexpectedly. I have noticed I am super tense going through this.
Author did an incredible job of making things creepy and weird. I wish they still made mods.
 
After some fighting you should get a goal to talk to the robot. Calamity.
Who if i remember right when your by him takes caps and gives you bags of feralizer. Nice and heavy.
 
I agree. The art and design department have, imo, always done a fantastic job with world design. Each time I play FO4 to relax or test things I'm plesantly surprised at how much content, even quest wise, there really is. I think the problem quest-wise 'reared' when a bunch of people were doing quests as 'standalone' adventures rather than looking and tieing the characters and quests together.or even considering what the player mightv'e done and the choices they made. It needs 'macro' design along with 'micro'.

To promote additional playthroughs the 'playboy of the commonwealth' shouldv'e been removed and allow the player to choose a single companion with a good solid perk to get if one goes the romance route. Unless... the companion doens't mind(make it rare as to provide variety to players). Then allow the player not just a perk benefit, but also a faction benefit to siding or romancing a particular companion.

If I was Bethesda I would stray away from the 'bullet point' quest notes and spend more time working quests around active discussions only. This way each quest designer is privy to the other and how it might tie together.
I just remembered a tidbit the guy who ended up in the lead (They had 2-3 quit) said its pointless writing a lot of lore because most players wont engage with it. That kind fo attitude could explain why quests & the worldfeel a bit unfinished sometimes.

They actually had the lead writer for Dragon Age Origins helping but his writing was "Too Dragonage" so they pulled him. A real loss.
 
pointless writing a lot of lore because most players wont engage with it. That kind fo attitude could explain why quests & the worldfeel a bit unfinished sometimes
Well, if that were true, no one would be complaining. The 'creative' spirit is about expressing outward what's inward- not whether everyone who buys the game will engage in it as the 'creator' intended and no excuse for simple and lazy writing. So... they put the strain on the art and design department to tell the story and the rest is just a plastic toy in a cracker jax box... oh Emil... where to begin...
 
Well, if that were true, no one would be complaining. The 'creative' spirit is about expressing outward what's inward- not whether everyone who buys the game will engage in it as the 'creator' intended and no excuse for simple and lazy writing. So... they put the strain on the art and design department to tell the story and the rest is just a plastic toy in a cracker jax box... oh Emil... where to begin...
Not only that with its heavy RPG roots it has a VERY high percentage of people who want to know every tidbit. It does mean their under a magnifying glass when they make Kid in a Fridge.
 
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