Fallout 4

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Eskarn - Mechtechnal

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ESKARN

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58 comments

  1. Eskarn
    Eskarn
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    Locked
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    Discontinued
  2. Phantomvoice95
    Phantomvoice95
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    Hello, out of curiosity is this mod still being worked on?

    I ask cause I am very interested in this, I just got my first pc and am putting together a modded playthrough, but I am going to also work towards a large scale Fallout 4 mod, that will overhaul everything. But I want to see what others have done and possibly work with others to implement those mods in it, then focus on the newer changes, such as quest changes to really overhaul the factions and main quest and other aspects of the game
    1. WolfmanMODS
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      Not totally dead but very backburner for us. Might see about a patreon if fund this if we can find a way to boost intrest.
    2. honorguard99
      honorguard99
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      still back burner or?
  3. PaladinBlitz3
    PaladinBlitz3
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    Is this project discontinued? There hasn't been an update in over a year so it would seem so.
    1. WolfmanMODS
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      Not quite, both authors have had schedule changes that rather limit our free time, but we still want to finish this, just on a slightly less ambitious scale.
    2. PaladinBlitz3
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      OK cool
    3. FatsackTony1
      FatsackTony1
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      Can you maybe just release a simple weapon condition mod, that adds "broken" mod parts into the game and when the weapon condition gets low enough one of the mods on it turns into a "broken" mod for that part, rendering unuseable?
  4. MetroSpider
    MetroSpider
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    More excited for this than i am for 76! This is the mod i've always wanted to make, but never had the skill to!
  5. FatsackTony1
    FatsackTony1
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    Good luck
  6. zhulye
    zhulye
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    maybe even implement some changes similar to these:

    http://www.nexusmods.com/fallout4/mods/6835/?

    cause then you would really have to think about different types of enemies (weapons, grenades, rads...) and armor with different elemental effect... and you can also do stuff like unlocking synth levels to be random and higher, not depending on player lvl. all this would make the Institute the true scary boogieman of the commonwealth, and not just some tin can robots i can deal with even unarmed...

    but those are just suggestions.
    huge applause to your work, and i hope in the future your mod gets more attention
  7. B3autynB3ast78
    B3autynB3ast78
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    (COMMENT TO THE DEVELOPPER I DID NOT TEST IT YET DONT JUDGE YET DONT KNOW NOTHING ON UR MOD)Just a lil comment to help u guys u should put it on x1 if no already done, (u propably done it if u did some others on it so good if yes) put X1/PC in title if available, and if too big reduce to basic realism like headshot 1 hit kill instacripple and real bullets and guns damage and actions like if u shoot a dude with a silences 9 mm it don't blow his head and members but a 5.56 mm sniper probably does but on both npc and player. Add Kevlar armor as best armor of the game and put it military and rest is 1x better but no more than that so instead of 1 or 2 bullets , like 4 chestshots and 3 membersshots. U should add if no already done a perk and system for wind effects on sniping and the perk have like 2 3 lvls like 1 no moving sight when breathing 2 see where u gonna shoot and 3 critical vats accuracy (begging not 0 but not 10) and a gun animations thing for 1 handed pistols when needed like and a cod lIke lowering weapons system. Hunger should be placed at 3 2 times a day and animations 4 lowering the weapons. Sorry if I told u some thing that u already did or are doing I just want this beauty to come to x1 for so much for!! Good job on the working guys on the working and thinking for a realistic fo4 gonna test it right now and feedback. Did this so u maybe feedback me and create it if not done. If done just take the comments I said u want to improve in ur pc version badass mod and I'll be ur x1 tester if needed. Have a good day dudes.
    1. Eskarn
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      Yes i need to do another weapons and damage pass to make sure everything is correct and update how im doing damage to be better
  8. FatsackTony1
    FatsackTony1
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    You guys need to focus on finishing the weapons/armor system that you started. Your mission creep is going to cripple your mod development.
    1. Eskarn
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      First priority is to finish the base systems which is almost finished
      Added Gardening
      Added Squad management systems (should be a video on that shortly)
      Tidy up some of the skills and we are ready for the next stage

      In that stage will be adding in content ( i have to fix the weapon parts, uv unrwrap them all and re texture them in the qualities and i want to do this all at once)
  9. Dididoo
    Dididoo
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    This looks like a huge undertaking, but I applaud your efforts to bring an overhauled experience to the game. I greatly missed the skills system and ammo types from the previous fallout game I played (New Vegas), and this mod seems like all I ever wanted. I will definitely be keeping an eye on this!
  10. FOCookie
    FOCookie
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    How do I join and help with texturing the different types of each weapon? I am practicing in substance painter atm.

    Also any plan to expand the water exploration/non-existent combat? I created a prototype water enemy model and was tampering with the idea of working on a mod like this. If you guys have ideas or at least aspirations to do so I'd love to help in that direction too.
    1. Eskarn
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      Textures i will do in the next few weeks / months because i have to edit the meshes and uv unwrap them first

      As for water exploration/ combat, If it is possible to make underwater creatures and have them path correctly i will add some in
      otherwise i might add in a underwater base somewhere and add some treasures to the bottom of the ocean
  11. bluesunmerc
    bluesunmerc
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    Sweet mod I will be keeping my eye on it but it already looks quite impressive good job.