Here's an idea for you: Move it up to the "present", except back up on Quincy. Make it still in the hands of the settlers. The Minutemen are doing ok, but need a "Special Someone" to give them a boost. There are, literally, hordes of ferals all over the place. Only the major settlements like DC, Quincy, and Gunner Plaza are holding on. Your job, dear Lone Survivor, is to establish fortified places for settler expansion, because the major settlements are getting over crowded. A good starting point would be The Castle, and take it from there. If the BoS is your thing: Start by 1) Helping them to recon the airport. 2)Establish a beachhead on top of the parking garage to land vertibirds on. And 3) Set up barricades to block off entrance to the airport. To help some, make the ferals afraid of water. Now for the Railroad: Move them back to the Switchboard, and hook them into either the subway tunnels, or the sewer system. Help them by clearing out and fortifying whichever one, so the ferals can't get back in. Their contact with Patriot goes both ways, so once the underground is established, he can send them out safely. It would take a while for the Institute to notice that Synths were disappearing, because of the losses due to the ferals. The Institute still needs resources. Why else would they put so many resources into building the Synths. The advantage to the Gen 3s is they don't need human supervision. Also, make the ferals attracted to groups of people, which is how a lone person can get things accomplished. Just an idea.
It is different, but kind of empty. I have the mods 'Feral Nights' and 'More Enemies' that make it more dangerous especially at night. Still it could use some kind of direction or purpose to make you wander about the Commonwealth and brave the dangers. Though most of the creatures and people are gone, all the items, safes and chests are still around, now unprotected. If it's just going to be about survival, the ferals need to be more plentiful, more aggressive and a bit smarter as once you get an automatic they aren't much of a problem.... :)
Still it is an excellent idea for something different than the vanilla game..... good going.
My recommendation would be that instead of removing everything from the world, you can travel to a specific zone (or even new DLC-like area) and make it happen there. The "losing the rest of the game" might be a turnoff for many.
breaks all vanilla quest and followers. I would say you need to use is start save point. seemed to work alright with tails of the commonwealth and personal guard. packs of zombies come out of nowhere, and will make you run if your a low level with crap gear. all and all it was fun to play for a bit not what i'm looking for though.
Yes i do believe a video would help alot. I too will be tracking this. Even if such quests as prior mentioned are not involved one thing i think would really set this mod apart is if zombies actually attacked your settlements from time to time in large numbers, perhaps in waves even? Perhaps if it where possible to make player made walls "breakable" somehow that could also work very well together. Dont know if its even possible but would be cool. on a side note maybe finding way to make a flamethrower turret. that would be sick for fight off ghouls
Hi, I wil try this mod soon. Just a quick question: is there any quest for e.g: saving npc in surrounded zombie town, escorting npc to another save area, searching for medicines, building defense, and defending base from zombie attack, etc etc? A kind of State of Decay in FO4. If all about surviving then quite boring though.. some quests/missions would be great. Thanks anyway.
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If the BoS is your thing: Start by 1) Helping them to recon the airport. 2)Establish a beachhead on top of the parking garage to land vertibirds on. And 3) Set up barricades to block off entrance to the airport. To help some, make the ferals afraid of water.
Now for the Railroad: Move them back to the Switchboard, and hook them into either the subway tunnels, or the sewer system. Help them by clearing out and fortifying whichever one, so the ferals can't get back in. Their contact with Patriot goes both ways, so once the underground is established, he can send them out safely. It would take a while for the Institute to notice that Synths were disappearing, because of the losses due to the ferals. The Institute still needs resources. Why else would they put so many resources into building the Synths. The advantage to the Gen 3s is they don't need human supervision.
Also, make the ferals attracted to groups of people, which is how a lone person can get things accomplished.
Just an idea.
Update: Well it's not a conflict. I just tried it with everything else turned off. Still not showing.
Still it is an excellent idea for something different than the vanilla game..... good going.
The "losing the rest of the game" might be a turnoff for many.
Keep up the good work