Sorry, I left the Nexus for almost a year, because of an issue with the mod I'm known for on the Skyrim Special Edition Nexus. Now that I've rereleased that mod, I will eventually come back to ghosts, I swear!
i was looking for a mod that would possibly offer some kind of supernatural gameplay loop to it for this game, but i was looking for mechanics that consist of ways to combat these ghosts like in the supernatural tv show or even like the witcher where every creature has some kind of weakness.
this is also a fine mod for the players who really want a challenge, i was just hoping for something a little more skill oriented so there was a specific way of combating these kinds of beings.
OMG THIS MOD HAS SO MUCH NECROMANCER POTENTIAL! I just love the purple fire effect around the summons! Could you please add feral ghouls to the summons list? And make the summons as temporary allies please if possible!
These are fun. Go well with my 24/7 night and neon.
What just occurred to me after fooling around with this for a minute is that I DO like the Skyrim style "Spirit swirls" coming off of them, but the wire frame of the bodies looks more like a hologram.
Which would be cool too. If you made a version without the swirls and just called it a hologram grenade. There aren't enough good hologram characters in this game.
Edit: This actually has a convenient folder in FOedit called "Magic Effect". That you can fool around with and remove the swirls or the flames to make an "Automan" character. https://www.youtube.com/watch?v=kA1NT4I0s34
When I was first making the mod, I was thinking about the best way to integrate ghosts in to the game. I ultimately decided that I should prioritise compatibility with other mods, so I decided against anything to cell/worldspace edits and levelled lists, which made encountering neutral or friendly ghosts in the wild a practical impossibility. I decided all ghosts should be hostile to the player, because enemy NPCs can't effectively defend themselves against them at all. They would be overpowered.
That said, I've decided to make friendly ghosts regardless in the next update within a few days. I'll find a way to make it work.
Cool! You should make it so that those friendly ghosts automatically follow the player whenever they're around, and then stop once they reach a certain distance. Ghosts do that in real life
I feel if there was one supernatural entity that would feel right at home in the Fallout universe, it would be ghosts.
Strangely, in the process of making this non-lore friendly mod I've learnt much about Fallout 4's deceased NPCs, whose stories I've managed to gloss over before.
Greetings Past~ Do you think you could add these Stories From The Dead, ya know into the game as notes, or the last holotape recordings of, or perhaps an object to click on, say something that was personal to them? I really enjoy lore prizes. Sometimes, as morbid as it is the story of how someone goes out at the end of it all, is the story I want to know. Hrrmm..... Guess that's abit dark and creepy. Too many horror comics when I was a kid. Yours, Mr. Knowbody
Well, all of the ghosts you encounter in mod as right now are based on NPCs with stories, even the ones based on random corpses. The Husky brothers for example all have holotapes, and the dead traders in the minecart place all had notes. The summon descriptions I wrote contain a little bit more context for you, if you may missed it first time, which I did a lot. I agree that right now the only reward for summoning ghosts is the privilege of beating them.
This will change very soon.
Fallout has had ghosts before, but they've never been featured and integrated in this way before. I'm just being careful.
This idea is simply magnificent, so thank you for implementing it. That said, I wonder what it would look like if you summoned the switchboard dead for the final battle with the institute. Or the ghost of someone who was under your command and was killed in the line of duty for some other battle. would they be hostile to you as well?
If so, maybe change it and crate a recipe to send ghosts back without having to fight them. the idea of summoning the dead to finish the tasks they failed in life is an intriguing one.
The switchboard dead and the doomed traders were originally part of an experiment to create different kinds of ghosts. They were to become wraiths, which would be covered in red flame, and be hostile to everything. Unfortunately, they will continue to spawn in a frenzied state, so they will kill all the institute hostiles within their perception, but would also attack you despite sharing your faction.
I'm starting to come round to the idea of having ghosts "just be", not all of these summons would be angry at the player character in a single playthrough. I'm going to at least revert them back to being reasonable in the next update.
is there any way to have a script "flip a coin" so to speak, giving them a 50/50 chance to be either their original faction or completely hostile on spawning? That sounds pretty bad ass.
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this is also a fine mod for the players who really want a challenge, i was just hoping for something a little more skill oriented so there was a specific way of combating these kinds of beings.
Go well with my 24/7 night and neon.
What just occurred to me after fooling around with this for a minute is that I DO like the Skyrim style "Spirit swirls" coming off of them,
but the wire frame of the bodies looks more like a hologram.
Which would be cool too.
If you made a version without the swirls and just called it a hologram grenade.
There aren't enough good hologram characters in this game.
Edit: This actually has a convenient folder in FOedit called "Magic Effect".
That you can fool around with and remove the swirls or the flames to make an "Automan" character.
https://www.youtube.com/watch?v=kA1NT4I0s34
Are there friendly ghosts, too? That follow you when you get near them? Like Nora's ghost?
When I was first making the mod, I was thinking about the best way to integrate ghosts in to the game. I ultimately decided that I should prioritise compatibility with other mods, so I decided against anything to cell/worldspace edits and levelled lists, which made encountering neutral or friendly ghosts in the wild a practical impossibility. I decided all ghosts should be hostile to the player, because enemy NPCs can't effectively defend themselves against them at all. They would be overpowered.
That said, I've decided to make friendly ghosts regardless in the next update within a few days. I'll find a way to make it work.
Ghosts do that in real life
Mystic Wanderer :D
Starting now, assuming an update to the mod won't require a new game. But if it does I don't mind losing a couple hours progress haha
Oh wait wrong game...
Actually no hold on this is basically Skyrim with guns in its core so yeah.
Fits perfectly.
Strangely, in the process of making this non-lore friendly mod I've learnt much about Fallout 4's deceased NPCs, whose stories I've managed to gloss over before.
Do you think you could add these Stories From The Dead, ya know into the game as notes, or the last holotape recordings of, or perhaps an object to click on, say something that was personal to them? I really enjoy lore prizes. Sometimes, as morbid as it is the story of how someone goes out at the end of it all, is the story I want to know. Hrrmm..... Guess that's abit dark and creepy. Too many horror comics when I was a kid.
Yours,
Mr. Knowbody
This will change very soon.
Fallout has had ghosts before, but they've never been featured and integrated in this way before. I'm just being careful.
If so, maybe change it and crate a recipe to send ghosts back without having to fight them. the idea of summoning the dead to finish the tasks they failed in life is an intriguing one.
I'm starting to come round to the idea of having ghosts "just be", not all of these summons would be angry at the player character in a single playthrough. I'm going to at least revert them back to being reasonable in the next update.
That sounds pretty bad ass.