Just replayed this as part of my second PC playthrough. Fits so seamlessly into the game and adds much needed personality to the town of Concord.
Add this in with Guerlot's Atomic Tales, Depravity, Sim Settlements 2, An Atomic Return, the Chestbreach Swag Pack, Vault-Tec in Concord and Trust in Research & Development for a proper early level area story mode.
Short yet really fun and interesting mod. Really enjoyed the story and thought it was done really well. The only issues I've noticed was I didn't understand how Michael knew certain things like the store or why he would even think about checking the bunker if it's been over 200 years as his father could've easily left the place long long ago. The next issue of course is Michael's dialogue was waaaaay too low. I thought I was too far from him or it was my sound, but it was him himself. Other than that, really awesome mod.
Because he didn't have any other clues to go with, hence why he decided to start with the bunker. He actually explains quite well the reasons behind him being there in the opening dialogue, if you listen.
And I didn't experience any problems with the dialogue volume being too low on my end, sounded exactly as loud as any vanilla npc.
A quick question:- Does this mod reference contemporary events in Fallout 4 in any way? So Super Mutants, Institute, Diamond City, etcetc? Trying to figure out if it would fit well for a Frost playthrough (which is set immediately post-war). Thanks in advance for any responses! :)
The guy mentions going to Goodneigbhor a couple of times after you finish the quest and click on him. And as far as I remember, it's at least implied that it been quite a long time since the war ended. But it doesn't push in the face with Fallout 4 events or makes you go to Diamond city, or something, since the whole story happens in a couple of places in Concord.
In either case, I'd advice you to try this mod at least. This is a great quest that should have been in vanilla, and the fact that it has so little endoresement is criminal (A thousand is the least it deserves).
Hopefully you're still modding, and/or are working on something, because this was fairly well done. Just a few notes in case you're still around, since it looks like you haven't posted here since 2016:
- Both of your voice actors are good, but the volume on Michael is way too low.
- As other people have mentioned, your house is bigger than it needs to be, which makes it seem empty on the inside. Not only that, but your interior doesn't match the exterior of the house. The inside of your house is almost twice as big as the size of the house from the outside.
- I would switch some of the terminals for written notes or more holotapes. From what's implied in some of the emails, this isn't supposed to be a wealth family, yet Amos has three personal terminals, plus his terminal at work.
- It may be an issue of this being released relatively close to the launch window, but I think you could have used vanilla voice lines for the conversations with Michael. With the exception of maybe the last exchange where you inform him that Amos is dead, all of the dialog could be matched up with existing vanilla lines.
Overall, though, for apparently being your first mod, it's very well done. And hopefully you didn't just make this one then disappear.
A nice, little, enjoyable side-quest I liked voice acting very much, especially on Amos' holotapes.
If I may offer some constructive criticisms: Shade10398 mentioned below that your interiors are too big, and I agree with that - compared to the vanilla interiors, they seem positively huge. Especially the hardware store - the whole cavernous two-story high space make it looks like Amos was in charge of a large retail unit (especially with four separate checkout lines). The tapes make it sound like his business was rather small, but four cash registers mean at least three more workers, to work all the lines at hypothetical rush hours, so that's a little strange.
So, for your inevitable next mod, just look at the sizes of various rooms in the vanilla game (no more college football team-sized restrooms, okay? ), figure out what is needed (even a small store would need a storage space and am employee area) and work off that. And make sure to keep the interior damage logical - here, in the middle of the store, there's a big pile of rubble that make it looks like it came from the ceiling, but the ceiling itself is intact.
In this particular example, I think that the vanilla store opposite the Museum of Freedom would've been a good template - the ground floor is just big enough to be believable, there's one cash register, and the rest of the stuff I've mentioned above can be upstairs. It also gives the player a little more bit of a challenge - here, with a clear line of sight and ample distance, I just took all Riders out using a suppressed weapon, and they never even fired back. But in a smaller, divided spaces, a lucky Rider could've gotten a drop on me, making it for a more exciting challenge.
Next... who bugged Amos' store? Except for two tapes mentioning that, the story makes it sound like he was just being paranoid, but then... a listening device?
Next, I also do think that the amount of chems inside his house is a little excessive, and there's really no explanation for that, not even a terminal note saying "I needed some chems to keep my head clear and work through the night" or something. And if some Raiders have managed to get inside Amos' house, then why is the front door locked?
The final reward is... meh, I agree, and it misses the "I want more money for that!" mechanic we all know and "love" in vanilla game.
(And yeah, I also thought that the house interior looked kinda Fallout 3/New Vegas'ish )
33 comments
can hear ,but no one there . and the house's back looks different with pics.
Add this in with Guerlot's Atomic Tales, Depravity, Sim Settlements 2, An Atomic Return, the Chestbreach Swag Pack, Vault-Tec in Concord and Trust in Research & Development for a proper early level area story mode.
Really enjoyed the story and thought it was done really well. The only issues I've noticed was I didn't understand how Michael knew certain things like the store or why he would even think about checking the bunker if it's been over 200 years as his father could've easily left the place long long ago.
The next issue of course is Michael's dialogue was waaaaay too low. I thought I was too far from him or it was my sound, but it was him himself.
Other than that, really awesome mod.
And I didn't experience any problems with the dialogue volume being too low on my end, sounded exactly as loud as any vanilla npc.
In either case, I'd advice you to try this mod at least. This is a great quest that should have been in vanilla, and the fact that it has so little endoresement is criminal (A thousand is the least it deserves).
- Both of your voice actors are good, but the volume on Michael is way too low.
- As other people have mentioned, your house is bigger than it needs to be, which makes it seem empty on the inside. Not only that, but your interior doesn't match the exterior of the house. The inside of your house is almost twice as big as the size of the house from the outside.
- I would switch some of the terminals for written notes or more holotapes. From what's implied in some of the emails, this isn't supposed to be a wealth family, yet Amos has three personal terminals, plus his terminal at work.
- It may be an issue of this being released relatively close to the launch window, but I think you could have used vanilla voice lines for the conversations with Michael. With the exception of maybe the last exchange where you inform him that Amos is dead, all of the dialog could be matched up with existing vanilla lines.
Overall, though, for apparently being your first mod, it's very well done. And hopefully you didn't just make this one then disappear.
If I may offer some constructive criticisms:
Shade10398 mentioned below that your interiors are too big, and I agree with that - compared to the vanilla interiors, they seem positively huge. Especially the hardware store - the whole cavernous two-story high space make it looks like Amos was in charge of a large retail unit (especially with four separate checkout lines). The tapes make it sound like his business was rather small, but four cash registers mean at least three more workers, to work all the lines at hypothetical rush hours, so that's a little strange.
So, for your inevitable next mod, just look at the sizes of various rooms in the vanilla game (no more college football team-sized restrooms, okay? ), figure out what is needed (even a small store would need a storage space and am employee area) and work off that. And make sure to keep the interior damage logical - here, in the middle of the store, there's a big pile of rubble that make it looks like it came from the ceiling, but the ceiling itself is intact.
In this particular example, I think that the vanilla store opposite the Museum of Freedom would've been a good template - the ground floor is just big enough to be believable, there's one cash register, and the rest of the stuff I've mentioned above can be upstairs. It also gives the player a little more bit of a challenge - here, with a clear line of sight and ample distance, I just took all Riders out using a suppressed weapon, and they never even fired back. But in a smaller, divided spaces, a lucky Rider could've gotten a drop on me, making it for a more exciting challenge.
Next... who bugged Amos' store? Except for two tapes mentioning that, the story makes it sound like he was just being paranoid, but then... a listening device?
Next, I also do think that the amount of chems inside his house is a little excessive, and there's really no explanation for that, not even a terminal note saying "I needed some chems to keep my head clear and work through the night" or something. And if some Raiders have managed to get inside Amos' house, then why is the front door locked?
The final reward is... meh, I agree, and it misses the "I want more money for that!" mechanic we all know and "love" in vanilla game.
(And yeah, I also thought that the house interior looked kinda Fallout 3/New Vegas'ish )