Mods you would like to see.

Post » Sat Feb 19, 2011 9:27 am

Not to mention all the paedophile mods. T

:facepalm:
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Ymani Hood
 
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Post » Sat Feb 19, 2011 6:38 am

You know what I'd like to see more than anything? Faction traders. What I mean by that is, each major faction has a trader, kind of like how the brotherhood has one. So ncr and legion would have a trader. This trader will sell equipment for their faction, based on either the pc's level or his/her reputation with said faction. For example I doubt ncr would let you buy veteran ranger armor if you hadn't worked your ass off for them. Its just so disappointing seeing these cool armors, only to know that due to a lack of any real quest rewards, you never get to wear any of them without killing a member of that faction you want the armor from.


I do something similar to this with Powered Power Armor, I have a vendor script that checks the status of various quests, and adds items to the vendor chests of merchants associated with those quests, so you have to establish a reputation with that vendor before they'll sell you the better stuff. It seems to work pretty well, and since the equipment is being added directly to the container rather than via respawn, it becomes available immediately upon completion of the quest, which is how it should work - the vendor already has the goods, they're just holding off on selling them too you until you've proven yourself.

I never tried it out, but I was planning on getting a set of Ranger armor by heading up near Dead Wind Cavern and calling in an NCR team via radio, then waiting until they were slaughtered. Not exactly good role playing though.
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Tracy Byworth
 
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Post » Sat Feb 19, 2011 11:29 am

I'd really like to see a community ported.....errrrr "mod" of Dead Money in the next few weeks. That's what I'm hoping for.
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Rowena
 
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Post » Sat Feb 19, 2011 4:42 am

What I'd like to see is something that makes the Reinforced Combat Armor (and the Mark II version) not look terrible. In particular, get rid of the funny armband rings on the Mark II, and make the helmets smaller and have transparent visors.
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Jason White
 
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Post » Sat Feb 19, 2011 8:41 am

I'd like someone to nifskope or blender the Desperado Cowboy Hat so it rides just above the eyebrows of the wearer like Paulson's Cowboy Hat from Mothership Zeta DLC for FO3. I tried all morning with no luck.
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latrina
 
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Post » Sat Feb 19, 2011 4:11 am

You know what I'd like to see more than anything? Faction traders. What I mean by that is, each major faction has a trader, kind of like how the brotherhood has one. So ncr and legion would have a trader. This trader will sell equipment for their faction, based on either the pc's level or his/her reputation with said faction. For example I doubt ncr would let you buy veteran ranger armor if you hadn't worked your ass off for them. Its just so disappointing seeing these cool armors, only to know that due to a lack of any real quest rewards, you never get to wear any of them without killing a member of that faction you want the armor from.

Check out http://www.gamesas.com/index.php?/topic/1150055-wip-du-complete-economy-overhaul/page__gopid__16823117#entry16823117 and psot your idea there.
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Miss Hayley
 
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Post » Fri Feb 18, 2011 8:55 pm

What I'd like to see is something that makes the Reinforced Combat Armor (and the Mark II version) not look terrible. In particular, get rid of the funny armband rings on the Mark II, and make the helmets smaller and have transparent visors.

There are a few mods already out you should check out. Like http://www.newvegasnexus.com/downloads/file.php?id=36971, http://www.newvegasnexus.com/downloads/file.php?id=38165, and http://www.newvegasnexus.com/downloads/file.php?id=35411.
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Fam Mughal
 
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Post » Sat Feb 19, 2011 12:57 am

I'd like someone to nifskope or blender the Desperado Cowboy Hat so it rides just above the eyebrows of the wearer like Paulson's Cowboy Hat from Mothership Zeta DLC for FO3. I tried all morning with no luck.

It's not using that hat inparticular, but if you already have the Zeta DLC you could just wear Paulson's hat with the help of http://www.newvegasnexus.com/downloads/file.php?id=34987 He provides an NV esp and all you need do is copy over and rename the BSA and plugins, from your Fallout 3 data folder, to match.
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Wayland Neace
 
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Post » Sat Feb 19, 2011 5:20 am

It's not using that hat inparticular, but if you already have the Zeta DLC you could just wear Paulson's hat with the help of http://www.newvegasnexus.com/downloads/file.php?id=34987 He provides an NV esp and all you need do is copy over and rename the BSA and plugins, from your Fallout 3 data folder, to match.

Ohhh... I had no idea about that one. Thanks Mystyk! I'd been thinking about bringing over a few items from Zeta I wanted - now I can put that time into working on my other mods instead. :)
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Laura-Jayne Lee
 
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Post » Sat Feb 19, 2011 7:28 am

I have a small hankering of seeing zerglings in the wasteland. Around the same size as mole rats.
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Toby Green
 
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Post » Fri Feb 18, 2011 8:25 pm

I agree with the previous poster, NV needs some good quest mods. I really liked NV bounties but it lacked an in depth story. We need more like The Lost Spires from Oblivion and Cube experimental from FO3. I guess it's early days yet for FONV modding, but I hope to see something like this in the works soon. I'm not saying there aren't already some great mods on FONV but we just need some variety. :]
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flora
 
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Post » Sat Feb 19, 2011 2:55 am

Are their any mods you would want in game or thought was missing?


FONV needs more action. Frankly I'm bored with the quests already. It's like I get them done just to move things along. :sadvaultboy:
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Penny Courture
 
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Post » Fri Feb 18, 2011 11:22 pm

Quest mods, quest mods, quest mods.

Nobody ever makes quest mods, and NV has so few quests I want to cry. Like 50% of them have to do with the main story, and the rest take like 5 minutes to do...


FONV really has a ton of quests already, they are just not very meaty. They don't take long to accomplish and there is not much danger involved. The quests equal quantity and not quality.
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Soku Nyorah
 
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Post » Fri Feb 18, 2011 11:49 pm

Would it be possible to have a mod to bring back the entire capital wasteland? Like copy and paste the original FO3 map so we could have fun in it, New Vegas style.


Or if obsidian did a DLC where they brought back the capital wastes completly, and added new quests. would you buy it?
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Robert
 
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Post » Sat Feb 19, 2011 9:59 am

I'd like to see a mod that adds Jericho from F3 to the game, complete with his appropriate dialog sound files. He suits the Mojave wasteland much more I think.
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Marion Geneste
 
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Post » Sat Feb 19, 2011 10:38 am

I'm planning on bringing over my follower mod from Fallout 3. Sure, he doesn't fit but I don't care :P
It probably won't be as simple as a copy 'n paste but I'll see how I go. If it doesn't work, well, I guess I'll do a new one from scratch. Just to practice.
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Kelvin Diaz
 
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Post » Sat Feb 19, 2011 7:28 am

a mod to get the npcs to appear to be reading a book or magazine when sitting in a chair,
get an npc to appear to be playing a pinball machine
allow the player to fix broken computers,
Crafted giant rad scorpian armor,
brahmin hide and get more then one pound of brahmin meat per cow relative to survival skill
molerat hide
10mm pipe gun and zip gun
9mm pipe gun and zip gun
Cazador eggs drop increased to 25% chance

a mod that allows the player to give medical aid to any friendly, neutral npc plus armor and weapons instead of reverse pickpocketing

Powder Charge
* Duct tape(1)
* Dynamite(2)
* Sensor Module(1)
* Tin Can(1)
changed too
* Duct tape(1) not many of these available and does not make sense to go through one roll for each powder charge
* Dynamite(20)
* Sensor Module(10)
* Tin Can(10)
= 10 Powder Charges

Time bomb
* Duct tape(1)
* Dynamite(5)
* Egg timer(1)
* Scrap electronics(1)
changed too
* Duct tape(1) not many of these available and does not make sense to go through one roll per time bomb
* Dynamite(50)
* Egg timer(10)
* Scrap electronics(10)
= 10 Time Bombs
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Yvonne Gruening
 
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Post » Fri Feb 18, 2011 9:53 pm

Quest mods, quest mods, quest mods.

Nobody ever makes quest mods, and NV has so few quests I want to cry. Like 50% of them have to do with the main story, and the rest take like 5 minutes to do...


I feel ya guys, but hang in there. Puce Moose already has one high-quality http://www.newvegasnexus.com/downloads/file.php?id=37172 out (but really, does he make anything that's not high quality?), and I've got my http://www.newvegasnexus.com/downloads/file.php?id=37310. I'm betting that you'll see a surge in quest mods come late January or February. If I remember correctly, most of the quest mods for FO3 didn't start getting released until February/March of 2009. I noticed someone else who'd addressed the disparity between Oblivion and Fallout in terms of quest mods, and there's some truth to that. I started modding in Oblivion, so I'll do my best to bring some of that energy over to the Mojave. Besides, it's fun to bounce back and forth between the fantasy and western genres, at least for me.

Of course, when TES V hits, you can bet your ass I'll be jumping ship for that rodeo, but until next November my modding heart belongs to Fallout.
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Victoria Bartel
 
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Post » Sat Feb 19, 2011 4:17 am

A New Vegas version of this mod:

http://www.fallout3nexus.com/downloads/file.php?id=11729
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Red Sauce
 
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Post » Sat Feb 19, 2011 7:24 am

Quest mods, quest mods, quest mods.

Nobody ever makes quest mods, and NV has so few quests I want to cry. Like 50% of them have to do with the main story, and the rest take like 5 minutes to do...

My specialty! I hope to get around to doing something in the future.
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Haley Merkley
 
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Post » Fri Feb 18, 2011 8:17 pm

Quest mods, quest mods, quest mods.

Nobody ever makes quest mods, and NV has so few quests I want to cry. Like 50% of them have to do with the main story, and the rest take like 5 minutes to do...


Hmmm... this comment from you? :huh:
I think you are one of the modders who know how long it takes to make a quest mod. :whistling:

And no worry FNNCQ NV my slavery addon (overhaul would be somehow wrong for NV because there isn't much to overhaul) has a big quest part. I am working on it in the moment.
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louise hamilton
 
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Post » Sat Feb 19, 2011 1:41 am

* Duct tape(1) not many of these available and does not make sense to go through one roll per time bomb


Yeah, when you find duct tape you should find something like duct tape (20) and it should only weight 1 lb, so out of a roll you get 20 uses not 1.
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CORY
 
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Post » Sat Feb 19, 2011 12:38 pm

What would I like to see in a mod?

....

Something that gets me out of this enormous box canyon.

Seriously, every single direction, the world ends in enormous cliffs way before getting close to the edge of the map. And where there isn't cliffs... There's FRICKIN INVISIBLE WALLS!! :banghead: I know the devs don't want me to simply avoid various challenges by just climbing around them, but they've taken it too far in this case. It feels very much like the old trope of http://tvtropes.org/pmwiki/pmwiki.php/Main/StupidityIsTheOnlyOption. An area watched by god-mode spotters for artillery barages? You're going right through that. Trying to reach someone on the top of a hill? You're going right through the Deathclaw breeding grounds to get up there.

Normally I don't mind this kind of thing, a lot of games restrict movement to keep the amount of content that needs to be made down to a managable level. But Fallout has always had large worlds, and FO3's was enormous. I feel cheated out of a third of map space. Plus stuck glaring at a realistic impossibility (a box canyon that frickin' big? gimme a break!)
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Rob Smith
 
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Post » Sat Feb 19, 2011 9:54 am

What would I like to see in a mod?

....

Something that gets me out of this enormous box canyon.

Seriously, every single direction, the world ends in enormous cliffs way before getting close to the edge of the map. And where there isn't cliffs... There's FRICKIN INVISIBLE WALLS!! :banghead: I know the devs don't want me to simply avoid various challenges by just climbing around them, but they've taken it too far in this case. It feels very much like the old trope of http://tvtropes.org/pmwiki/pmwiki.php/Main/StupidityIsTheOnlyOption. An area watched by god-mode spotters for artillery barages? You're going right through that. Trying to reach someone on the top of a hill? You're going right through the Deathclaw breeding grounds to get up there.


Sounds like you want thieves arsenal. It is an oblivion mod that added in rope/vine arrows. It allowed you to climb up walls and whatnot. It used oblivion script extender, so there is a halfway chance something can be made for new vegas.
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CYCO JO-NATE
 
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Post » Fri Feb 18, 2011 11:11 pm

II'll would realy like to see this awomse mod:
http://www.fallout3nexus.com/downloads/file.php?id=5321
on fallout new vegas, I'm freaking missin' this mod, :drool:
Though, the Author seems to be unactive... :(
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Sylvia Luciani
 
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