Modding ideas/suggestions

Hey, I know that most of you think that I am a bethesda fanboy but I do have my gripes with the games and on a thread on the beth forum I was talking about how bad the Burke quest was and I had ideas to make it more believable.

I'll copy paste my gripes about this quest first :

heflys20 said:
And I'm not sure what's illogical about Mr. Birke asking the player to detonate a bomb. What makes it more realistic prolong drastic decisions as opposed to slapping you in the face with them immediately?

mimezu said:
Well thats makes Burke a stupid person to me, if he was a clever guy he wouldn't ask me this in a crowded bar about his master plan loudly while other people are right next to him (in my game one of the Stahl brother was sitting just near him). And he wouldn't ask a complete stranger this huge thing without knowing if at least this guy can be trusted.
But the issue is that I don't think Bethesda wanted Burke to looks like a complete moron, he has a nice outfit, looks like an intelligent guy, and looks more like the mob boss than a stupid dumb person. If in a good mob tv show you saw the mob boss asking a random guy in the street to kill someone else while cops are just near them, you would find it stupid and bad written ... this is exactly what happens here.
This scene could have happened like this for example : mr Burke is in the saloon during the day but doesn't speak to you about the bomb, instead he asks you some questions in order to assess you, and try to looks nice to you. Then later at night when you are wandering the town, you hear him speaking in a very small voice from behind a dark corner or something (they did it in oblivion with the thief guild guy only at his spot at night, or with the dark brotherhood where you had to show them first that you were a cold blooded murderer before they asked you anything) and then he give you a first petty task, just to see if you are a man of trust. Then if this works out he would speak of his master plan, and try to kill you immediatly if you refuse so you won't speak about it to anyone.

How it is done right now in the game is really poorly done and just here to have some sort ot shocking moment right in the beginning of the game, but it is not working imho.

I know that changing things in the main quests is hard because of the voice over, but I can live with some text lines with no voice-over. But maybe someone sounds like Burke and would like to record new lines :)

I'm not very good at scripting, i can do textures, and have some ideas, but the core scripting is not my strong point, that's why i'm throwing that here as ideas.

I'll try to sum it up

-I think that a good fixing to the "power of the atom" quest would start by delaying the talk about the bomb with Simms. Your character can ask too early about this bomb, even when you didn't really saw it. The bomb should be mentionned first by Simms when he introduce the town, then you could ask about it.

-you would only have the option to disarm it if you have enough explosive/intelligence/(repair) skill/stat while speaking to Simms. I don't think that it makes sense that if you have a very poor explosive skill, and a very low intelligence, you would offer to disarm the bomb, when several people are living in here and did nothing about it. Maybe the option could be offered if you had a very high karma too, and if you try to disarm the bomb by pure goodness, with very low explosive skill, or very low luck, you would mess up and makes it explode (and "game over").

-Burke should whisper in the bar, not speak loudly.

-Burke should speak casually to you at first, like if he is assessing you, asking you questions about yourself, trying to see if you can be the guy for the job or not.

-if you answer him in some way that he might find interesting, he would first ask you to do a petty task for him. Maybe going to an abandoned shack (that's what he would say) to get back an item for him. He would say that since you came from the vault, you have traveled a little and seems to adapt to the wasteland, while he is frail and cannot really venture far away (for example, i'm thinking fast and this can be improved of course). At the shack you would find that some poor wastelander lives in it, and you have to steal the item, or kill the guy, in order to get it back to Burke.

-If you get back the item to Burke, he will know that you are a guy with little moral value, and will ask you to meet him at night somewhere in the town, in the toilets for example, (i mean, not in a fucking crowded place like a bar :p and this could have some dual meaning with some sex thing, this could be fun "meet me at night at the men toilets !" :)).
There he would eventually tell you about his bomb plan.
If you refuse, he attacks you plain and simple, since he doesn't want you to tell about it to others (how stupid is that, waiting sitting in the bar for simms to get at him ?).

-If you choose to not steal the item, you will simply think that Burke was misinformed and didn't know that a guy was living here. Burke would then never speak to you about the bomb, and he would leave the town and go back to tenpenny (for example)

- With a high intelligence you would be offered the line to confront him and tell him that this was a set up. With enough speech you would have him tell you the truth, and be offered the choice to accept, decline, bring him to simms, kill him (but then simms would arrest you and you would have to explain yourself with the good words, or ends up having the whole town attacking you, since they didn't know that Burke was evil, and would see it as murdering a fellow citizen)


-Maybe if you have charisma and speech high enough you can convince him at a point to change his mind. And maybe you could hire him as a follower if you managed to turn him against Tenpenny.


This would surely grealy enhance this badly done (but yet interesting) quest :)
 
Quick Idea.

I was wondering if it were possible to implement a knockdown effect on more weapons than just explosives and the Victory Rifle.

That was one of things I always aimed for when playing a Melee/Unarmed character in F1/2 and after spending a while as a Barbarian in F3 it turns out that I never once knocked an enemy down.
 
Quick Ideas, that I am sure have been said but here they are.

General Gameplay:
1. Leveling past 20.
2. Skills to 110, Accounting for Bobbleheads.
3. Kill kids
4. Item descriptions- I know it's already done.

World Oddities
1. Autodeaths: Eliminate the auto-deaths in the game. e.g. Tenpenny.
2. Location Specific Game Mechanics: remove things that don't fit the rest of the game, like not being able to sneak kill people in Paradise Falls.
3. Random Angry people: like certain wastelanders and named people like Arkansas.

Inventory and Items
1. Repair Items with related items that may work. Using scrap metal to partially repair metal armor.
2. Improvable/Tweekable weapons like in FO2
3. Better Power Armor (or worse other armor) Granted PA was broken in FO1/2 but isn't that the point...it is power armor after all.
4. Multiple Ammo types for the same guns. AP vs FMJ

Major tweaks
1. Raiders negotiations
2. Smarter (or less dumb) Super Mutants
3. More houses to acquire/buy and improved decorations

Impossible Dreams
1. More character models- Seriously? Only one model per species per gender. A raider body is identical to a rich tenpenny resident's? C'mon!
2. More Death Animations- I seriously miss seeing a raider get 6 holes blown in his chest or his torse get blown in half.
3. More influence over the lay of the waste. More stuff like blowing up Megaton that leaves permanent marks on the wasteland.
4. Customizable Weapons. Scopes, Laser Sight, Silencers.

I could go on forever. I would also say that despite all the flaws in Bethesda's game, it is still fun and wouldn't it be more cool to spend time on expanding rather than fixing...like the FO2 Restoration Project... such an awesome mod.
 
I'm not sure if this is possible, but I think that the V.A.T.S. system should be modified once the player has taken the Grim Reaper's Sprint perk to allow assignment of targets past the AP limit. Since the perk refills the AP meter after a successful kill, it would be cool if it did that while still in V.A.T.S. As long as the AP meter has enough AP, the player should be allowed to keep firing.
 
Med-X

I think it would be a nice touch if, whenever you used Med-X, you got an empty syringe, similar to how you get a bottle cap whenever you drink Nuka-cola.
 
Is there any way to make the game continue after you finished it? I mean, if you choose not to go inside and push the button it would be great to continue after the ending slides. Some locations might be broken after this (the guys from Citadel for example might keep urging you to go to the purifier) but this could be modified.

[edit] - Disregard that, I cook socks. I didn't see THIS.
 
I have no clue about modding this game (esp. since Methsoft didn't release a CS) But I have an idea for a small visual mod: bring back the original jumpsuits! It could be the first step in modding the art in F3 to look more like the originals. Here's a 'concept' I whipped up in photoshop in about 5 minutes:





I think it would be simple to use the 'naked' model and a skin to make the vault suit skin-tight.

It may sound silly, but the baggy jumpsuits is just one of the many many things that annoy me about F3.
 
Well I've got a bit of experience in podcasting and I'd be more than willing to make soundfiles for more radio stations. I'd like to make it one with two hosts though, in stead of just one like the other two major radio stations. And I'll need someone elses help to put the soundfiles themselves in a mod.

Oh, and I'd like to see the return of the old half-sleeve leather outfit.

And if somebody figures out how to make unique random encounters with unique characters in unique armours, for the game I'd like to help with a Red vs Blue referencing random encounter.
Oh and I call dibs on the voice of either Tucker or Simmons... or O'Malley.
 
Few ideas I had, most of which I got while writting up the first idea, a little annoying...anyway sorry for the now slightly random post.

First a small interface idea:

Be handy if you could use food, meds, books etc directly from bodies and containers by right cliking on them.


Also occured to me that you could add side effects or an overdose point* to stims to make the player more reliant on their medicine skill or doctors. Items like gauze etc could be added which you could then use with the medicine skill.

Maybe you could recieve certrain wounds that would cause your health to slowly deteriorate without using your medicine skill + gauze or doctor. A simple way to implement would be to have this kind of wound as an effect in the pipboy. A bit to much I know but maybe for a survival mod.

Cheers


*not an overdose % chance as this would be lame.

EDIT: Confused stims with med-x for some reason. Dont be fooled I have actually played this game before...
 
you don't want to make it a requirement like imho how repair is now, it's pretty much necessary to take which isn't a good thing imho.
 
Gunishment said:
Few ideas I had, most of which I got while writting up the first idea, a little annoying...anyway sorry for the now slightly random post.

First a small interface idea:

Be handy if you could use food, meds, books etc directly from bodies and containers by right cliking on them.


Also occured to me that you could add side effects or an overdose point* to stims to make the player more reliant on their medicine skill or doctors. Items like gauze etc could be added which you could then use with the medicine skill.

Maybe you could recieve certrain wounds that would cause your health to slowly deteriorate without using your medicine skill + gauze or doctor. A simple way to implement would be to have this kind of wound as an effect in the pipboy. A bit to much I know but maybe for a survival mod.

Cheers


*not an overdose % chance as this would be lame.

EDIT: Confused stims with med-x for some reason. Dont be fooled I have actually played this game before...

I'd say, have bleeding wounds slowly deplete Endurance and Strength so that more than just HP are affected, then the character can heal up again through stopping the bleeding, eating to recuperate lost blood and resting. So after a bunch of bad bleeding wounds, you'd either have to camp for a while or get to a safe place to get patched up and rested.
 
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