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  1. RhinoW
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    Quick note, the mod isn't dead, but the lack of feedback on the last update (that took quite long to make) kind of let me down, especially when i'm the only that is testing if stuff actually work. School is starting aswell, so the mod will get very slow updates. Don't worry, there's plenty of changes to come, some feedback would be appreciated tho :/
  2. RhinoW
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    UPDATE 2.0 is out bois! Go check it out and tell me what do you think about the new perk changes, and be sure to tell me if something, that isn't listed in the forum or bug section, isn't working properly.
  3. RhinoW
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    - Go to the Forum Tab to give your suggestions and keep yourself updated with the changes on each update.
    - Go to the Bugs Tab to help me out and look at the problems the mod is currently having
    - And here you can write down your opinion as well as advice (not suggestions anymore, because of how much space it occupies).

    Enjoy your game!
  4. Revan97111
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    Can you make somethink like improve the base game gameplay like dodge or cover animations?
    Because f4 is terrible at this point!
    How has they been able to release somethink like this...?
    1. RhinoW
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      There is already a cover mod, i'm still new to this modding thing. It's something i wish i could implement as well, but at the time it isn't possible (at least for me).
  5. Draglorr
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    I think you should add more Institute Quests to the game!! if you side with the Institute, theres nothing to do!!! theres like one side quest and thats it...
    1. RhinoW
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      Might consider it, indeed the institute is quite boring. But i wanna get a stable overhaul before moving into those kinds of additions (quests are not that easy to make, especially main story related).
  6. Captain Radish
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    Here's what, I think, needs done:

    COMBAT:

    1.) Fleshy NPCs need to be easily damaged. I would LOVE to see a morale system where you run the very real chance of having two enemies run away if one is killed nearby, but I'm not holding my breath.
    2.) Power armor needs to be a tank. You need to have to use heavy weapons or armor piercing or your legs when you run away. Power armor needs to be very very dangerous (even the crappy raider stuff).
    3.) In the same vein, power armor needs to be rare. Personally, I think the only stuff that should spawn in the wild is T-45 with the occasional T-51. T-60 and X-01 should NEVER spawn. X-01 should be handplaced, and the T-60 should be exclusive to the BoS.
    4.) Getting back to armor, there should be a very clear difference between non armored and armored targets. I know ballistics reasonably well and know a piece of boilerplate would stop a .38 caliber bullet without much damage. You need to use rifle rounds against medium armored targets. However, all the armor in the world isn't going to help if you get a .38 to the face. Head shots, from any caliber, should do major damage. I do really wish we had the aiming breakdown from F1 and F2 which differentiated between head and face shots. I remember capping Horrigan in one shot to the eyes.
    5.) Robots should also be easily damaged if they are lacking hull plating. An unarmored machine will take major damage from a bullet. However, again, a heavily armored robot should be difficult to damage due to the armor.
    6.) Humanoids, in general, should not fight to the death. Especially if they are a crap enemy (like a raider) they should run and cower much more often. Honestly, it should be somewhat rare to outright kill a humanoid in a firefight. The PC can run away, NPCs should as well. Exceptions to this are gen 1 and 2 synths, robots, supermutants, and anything rabid.
    7.) I have no idea if this is at all possible, but NPCs should NEVER attack a power armored enemy with a pool cue (or other stupid melee weapon). That is just really really dumb and makes me feel bad for the enemy. To that end, if combat intelligence is at all possible, power armor should make most enemies run away.
    8.) ENEMIES SHOULD NOT SCALE TO THE PLAYER. Some parts of the map should just naturally be dangerous.

    SETTLEMENTS/CRAFTING:

    1.) I don't really understand what charisma has to do with attracting people. People generally want to live alongside other people so having safe settlements run by a grotesque supermutant shouldn't really keep people from wanting to live there.
    2.) There should be a materials progression. This is leaping into the realm of "incompatible with everything," but it would be interesting to see materials tied to blueprints or perks.
    3.) More nuanced water/power generators. There was a mod way back when that added tiered versions of water and power generators. It was great, but it hasn't been updated since before the DLCs were released. The PC shouldn't really be able to build complex machines out of scrap metal right away. However, if a person can build a small generator, there should be no real technological difference between that and the larger version. Building a larger version of a complex machine is generally simpler. This was why Dr Frankenstein's monster was as tall as he was.
    4.) Tie settlement building to intelligence or charisma (or a combination of the two). Those would be the skills really necessary to get people to build what you want them to.
    5.) I'd like to see the different weapon receivers do things other than straight damage increases. IRL, a .38 does the same damage as any other .38 bullet. Perhaps an ammo category?

    COMPANIONS:

    1.) Make it so they don't use ammo or damage power armor.
    2.) Make it so Dogmeat doesn't suck and can be brought along as well as a vanilla companion.
    3.) You will make all the friends in the world if you can keep companions from wandering in front of you during combat or in tight areas.

    PLAYER/MISC:

    1.) The PC should regenerate very small amounts of health and rads naturally.
    2.) Because the game has (basically) no XP limit, the PC should start out with enough points to make every SPECIAL trait a 4 (21 points, I think?).
    3.) Make the level advancement linear. It's not a whole lot of fun to have to keep getting exponentially more and more XP to level up.

    COMPATIBILITY:

    1.) DON'T MOVE AROUND THE VANILLA PERKS (if you can help it). This causes havok with other mods that modify or call on them. For example, in War Never Changes Science! lvl 1 is renamed to Future Warrior (or something to that effect) and moved to Perception 9. The problem is a lot of mods call on Science! 1 for crafting. Thus, they all now need a Perception lvl 9 perk that doesn't have anything to do with crafting.
    2.) I'd recommend making it as modular as possible. The best FNV overhauls were modular.
    3.) Try to avoid direct damage changes to weapons. That causes problems with modded weapon damage.

    These are what I can think of right now. It's late and I'm tired, so I may come up with more later. Please note, of course, that this is only advice, not any kind of demands. I'll keep a watch here and see if you can knock War Never Changes off my list of required mods.
    1. RhinoW
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      Hey there, thanks for the advice! Consider copy pasting that in the respective forum area to make it easier for me to track it.

      Now about the combat part and crafting, i'll look into the cowering thing as you can change their AI data to make them cower with ease;
      One of the main points in my mod's combat is exactly what you described, armorless/flesh targets die faster and armor is really what keeps you kicking (and i believe so far i got that with the armor changes);
      Unless i run a custom script (which i don't know how to) i don't think i can make it so robots take more damage when their plates are gone, but with the body part changes i think robots will be a fun challenge in which you have to use energy rather than ballistics;
      Enemies no longer scale with the player;
      I haven't changed power armor but i will soon, and yes it needs to be a huge challenge;
      And yes i was already planning on adding blueprints for armor making (i will make awkcr a requirement soon) and upgrades, not as a requirement, but as an alternate requiremente if you dont want to go for an intelligence build (though blueprint drops will be rng). And i will also change all the perks including the armorer (indeed it will be incompatible with most stuff, that's why i said this mod will be used on it's own).
      I will change all that's vanilla, don't worry about modded weapon damage, i will be making patches for them (and if anyone could create an installer for me it would be great).

      Player/Companions

      The player regen ability will be only obtainable through life giver, sorry but i don't think it makes sense cuz you have open wounds.
      I will buff and tweak all the companion's stats, weapons and armor. But i'll leave those technical stuff unchanged so players can choose if they want them to use ammo or not with other mods.
      About the level advancement, hmm never thought of it. It might be hardcoded but i will see.



    2. Captain Radish
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      XP Leveling Linearisedish (https://www.nexusmods.com/fallout4/mods/6285) is what I had in mind for XP.
    3. Captain Radish
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      I'm thinking "natural healing" as far as HP/Rads regen goes. IRL, if something doesn't kill you you will EVENTUALLY heal from it.
    4. RhinoW
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      Not a bullet wound xD
    5. Captain Radish
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      Perhaps as a compromise a regen that doesn't kick in until you are, say, at 90% health? I mostly don't want to have to use ALCH in order to get my PC from 95% to 100%. The little sliver of missing HP bothers me.
  7. RentedMule54
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    Excited to see what you can do with this, will be tracking it. FO4 really needs a serious overhaul because the gameplay is so broken. Hopefully this can become a big community project, I wish you success. I suggest checking out ' NPC Level Scaling ', which makes the game more challenging with some great changes. I wish Bethesda would design their games around survival mode and also bring back durability of weapons and armor. That would help with the economy aspect of the game. Perks can also make you too OP. Adamantium Skeleton should not make you immune to being crippled and stimpacks should not heal cripple damage. That Doctors Bag mod was a good idea. A drug that could that could temporarily heal you until you get to a doctor would be a good idea. Nothing should make you immune to anything in general. Adrenaline should only affect your melee damage, not ranged and provide a movement speed boost. Weapons and armor should only spawn in containers big enough to hold them. Items should only respawn in areas that are possibly lived in or used as a campsite. Crops should take longer to harvest. Using VATS should give you much less XP. Sneak Attacks should be toned down a bit. Just a few suggestions. I could go on for days about what I would like to see changed in the game. There are a some mods that make some of those changes. Anyways, good luck with the project and good on you for trying.
    1. RhinoW
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      Appreciate the kind words! If you want to give suggestions, you can join the discord or write a comment in the forum tab. And indeed the game requires balance, that's what i'm aiming for (and also a fresh feel).
  8. jb4037
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    For player scaling you could ask the author of this mod: https://www.nexusmods.com/fallout4/mods/6473 if you could implement his mod into yours. His also takes away scaling for npcs.
    1. RhinoW
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      Thanks for shout out! Kudos.
    2. jb4037
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      No Problem, from now on i'll put my ideas in the forum so they won't be in the way of the comments.
  9. Pickysaurus
    Pickysaurus
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    Hello there!
     
    Thank you for sharing your excellent new mod with the Nexus Mods Community!
     
    We like it so much we're going to promote your mod on our Social Media.
     
    Look out for your mod appearing on our Facebook or Twitter over the next few days!
     
    Keep up the awesome work!
     
    - Nexus Mods Staff
    1. RhinoW
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      Thank you so so much for this, i never expect this to have such a welcoming start :,)
    2. Silverlancer
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      You're in the big leagues now son, make everyone proud.
    3. RhinoW
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      Will do :)
  10. U1849KA
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    My only concern is that new damage types means even more effort spent stacking more resists. Coming off of Skyrim where so many enchantment slots were taken up with just fire, frost, shock, poison, and magic resist, I was actually welcoming a bit of streamlining. Just worrying about phys, energy, and poison and leaving rad to the hazmat or power armor. It leaves a lot more room for more fun or interesting enchantments, instead of using all my gear just for stacking resists.
    1. RhinoW
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      You won't be stacking resists, instead you will focus on what you're gonna be up against depending on their damage. For example, you can't simply go against the forged with leather armor, even if it's the heaviest, it provides almost no fire resistance. On the other hand, it's highly advisable to use metal armor as it's the most resistant against fire. And in the next update, if you want to be a tank, you'll pay the price of getting a movement speed reduction. Don't worry about stacking, focus on what you want you're going to do, there's no "best gear" anymore, it all depends on your target :)
    2. Oynlen
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      The Leather having no fire resist and metal having high fire resist is an odd choice. once metal gets hot, it cooks you. Welders wear a thick leather glove and are able to handle red hot steel while wearing it.

      Something that would be cool for say, power Armor, would be counter type attack spells that work like sheilding. If you are hit with a molitovs or flamer, there could be a fire damage spell that has a delay added to it, so over a long burst of flamer, you start to cook inside the suit, but a small amount of fire would be fine. If molitov has long duration of burn, you could also add a delay to the damage so it begins after say ten seconds or more.

      So if that is possible, you could add conditions to the spell that make it zero if an item is used, you could make an ingestible item and call it extinguisher or whatever, maybe give it a visual effect like the cryo shader briefly or just a hissing sound (perhaps taken from the radiation arch workshop item)

      You could put conditions on its use so its not just a cheat tool, Like Must be in Power Armor and the ingestible is not a respawning inventory item, something that requires to be crafted, perhaps add a new component to the Medical Liquid Nitrogen dispenser that is required for crafting it.
      You could add the same new component to all cryo weapons so you get it if you decide to scrap them... or just make cryo ammo a requirement to craft it and put skill based conditions like science perks etc so its not too easy to craft.

      That's one Idea just for fire damage and resistance. I have a lot of ideas, but when I try to implement them, they often don't work as intended. I think I need to learn Papyrus scripting to do what I really want but I have no idea where to start on that.
    3. RhinoW
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      Thanks for your comment! Regarding the leather and metal armor thing, yes i know metal is awful cuz you can easily die of heatstroke, but i don't think it's possible (or at least it's probably very hard) to add a heatstroke mechanic in the game, so i just went with what type of material would catch on fire? And of course to keep the balance and rpg feel. About your ideas, yes those seem very interesting, though a consumable might be a bit awkward don't you think? It's almost like a burn heal from pokemon =P. I'll look into them (if i manage to find a way on how to do it), and i'm gonna create a forum page for you guys to put your ideas in.
    4. U1849KA
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      Hmm. Well, that sounds even worse, to me. :D
      I like having a specific, characterized look that develops over time to depict the state and progress of my character. Ie: I use my armor style for expression rather than function. And would I carry around every set of armor so I can switch on demand, or should I run all the way back to Sanctuary if I encounter an enemy I'm not built for? Or build a set of each armor to leave at every settlement? That will get problematic quickly.
      Well, best of luck, but it's apparent this mod isn't for me, so I'll get out of your hair.
      May those to whom it appeals find much enjoyment in it!
    5. RhinoW
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      I probably didn't express myself properly, but either way i'm not gonna force you to use this mod. The point here is that the progression will be felt through your build and the upgrades to your gear. What i meant was, when fighting the forged, it's advised to to use metal armor, but you can still use leather armor, it's just not so viable for this particular place. But nothing stops you from upgrading it (next update i will change them to match my mod), getting some asbestos lining, plus i will add blueprints to the game that will unlock certain upgrades to for example, cage armor (you will be able to upgrade the leather, the metal, add misc and upgrade the helmet). The whole point of this mod is, you don't need a build to use something, everything does well for itself, but IF you WANT to specialize in a particular area, you will exceed at it.
  11. vojtik
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    Besides this mod being nothing and the fact that you should start at something smaller. At least don't claim credit for what is already in the game.
    1. RhinoW
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      Enlighten me of what i claimed that was already in the game, i'm pretty sure i specified what i did very well, it's up to you to read it properly. I am starting at something smaller, as you said, the mod still hasn't done all that much. I'm not gonna be launching various tiny mods with the changes that i'm, at some point, gonna make a full mod with...
    2. RhinoW
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      Also, i had plenty of work with only this tiny bit, you realize you have to type in the vales manually for every single variant, change the level requirements on leveled lists, make custom outfits for the new enemies (raider heavy is not implemented yet, but it took a lot of effort) right ? I might add my note pads filled with all the numbers for every single thing i changed/will change. I have my personal life too and i'm a human being, it might not look like much, but it took a lot of time from me these past 2 weeks (mostly testing and figuring out how to do things on my own). And i've also been making concept art for the long term part of this mod, if i had my 3d modeling skills through the roof and had all the knowledge to make anything truly custom (animation, texturing, rigging), i would.
  12. kanzei
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    I did chuckle a bit. "This is my first attempt in the creation kit and modding in general. With this mod I aim to overhaul every aspect of the game..." Ambitious for a first time modder? lol.
    1. RhinoW
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      Yeah, but as i said it's going to be a mod that's gonna change over time, like my skill in the creation kit. That's why i'm asking the community for help, I want this to become a serious community project to enhance everyone's fallout experience. You have to aim high my friend ^^
  13. FOCookie
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    1.) How about something new like revamping water combat and adding enemies down the road? Or adding underwater vaults, etc?

    2.) Start a discord and leave an invite link to it. I'd join.
    1. RhinoW
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      Thanks for the comment! Water combat will definitely be either way hard or impossible to change, considering how the engine handles those mechanics. Many enemies and bosses are going to be added down the road, along with revamped legendary enemies to make them truly truly unique and a fun challenge (no long "Legendary this or that" with just a stupid regen). And i'll create the discord today.
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