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Over the past years, I've been (very slowly) working on a mod called Recall Code: Railroad which is a synth roleplaying / quest mod inspired by Westworld and integrated into the Fallout 4 lore. This brings to life a fan conspiracy theory of Father deliberately undermining the Institute by creating a next-gen synth replica of his parent (neither of them survived Vault 111). Some parts of the vanilla game will be retconned or revealed as lies told by Father. (It will also tie into the Subversion mod, although it's not required to run it.) But, there will be new side quests and characters as well, similar to how Outcasts/Project Valkyrie had quests not directly tied to its main quest. One such arc will involve a vigilante operation in the Commonwealth. Information about murderers is compiled in a database (terminal and holotape to be more exact) and it's used to track them down and kill them. You can join these efforts, ignore these efforts, or become a target yourself, it depends on your choices. The vigilantes also have ties to regulators but they're not the same faction. The vigilantes are not omniscient however, especially when it comes to the Institute (being that it's a secretive faction). They are aware of their attack on University Point, the FEV, the replacing of people with synths and such, but have no knowledge of Father or the members of the Institute Directorate (or even that it's called the Directorate). Here are two sample entries on their watchlist: There will be many characters on the list like Captain Wes and Captain Zao and it will be up to you who you hunt down. You can hunt some and ignore others without penalty. Let me know if you'd be interested in roleplaying a vigilante (with the game giving you a long list of old and new villains to hunt down) and what would you like to see in a vigilante story arc. The sneak peak trailer can be found here:
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SSSSSPPPPPPOOOOOIIIIILLLLLLEEEEEERRRRRR ALERT Do not blame me if you didn't know about this prior to reading this post, k? K. ************************************* ************************************* With the introduction of Solstheim to Skyrim, we learn that the Thieves Guild's Delvin Mallory is a brother of Raven Rock blacksmith Glover Mallory, and that Glover used to be in the TG. Not only that, but Glover is Sapphire's dad, which she doesn't know, and that also makes fellow TG member Delvin, her uncle. I would very much like to see a mod that somehow gets this family back together again (or could alternatively destroy it for good). Not that I want Glover to leave RR, I mean, he's got a darn good thing going there, but he regrets leaving his kid, who went through H-E-double-hockey-sticks in the aftermath. Now, you CAN give Sapphire a letter to her from Glover that you find in the man's basement (without his knowledge) BUT beyond her giving you a sapphire gem, I don't believe anything comes of it and that just ain't right. I want there to be some sort of quest or something that could be initiated in a variety of ways, to try to reunite father and daughter. My initial thought is that for some reason the player can get Sapphire to travel to Solstheim with them, where they will encounter Glover and maybe it's up to the player's persuasiveness whether or not Sapphire can open herself to discovering that this is her father (and by default that makes Delvin her uncle, of course). The trigger could be as simple as giving her Glover's secret unsent letter. There could be SO much done with this. Will she reject Glover? Will he be royally pissed off that you brought his daughter to him? Will Sapphire hate Delvin for never revealing their kinship and her father's location to her? Will she hate you? Her father? How will this affect the TG? What if Sapphire wants to leave Skyrim for RR to be close to her dad? What if she wants to off him for the hell his absence put her through because she's too damaged to forgive? Or even worse..? What if you're the Guildmaster (maybe the mod wouldn't trigger until after that occurs) and this whole thing affects your standing? The possibilities are very nearly endless. It can be very emotional in many ways and it'd be even better if choices the player makes throughout all dialogues with the Mallories, unbeknownst to the player, actually affects how the mod's events will play out. There is also a younger Mallory sister, so major bonus points for creating her as part of the mod. Heck, maybe she's the one who triggers everything by tracking down Delvin, thereby accidentally discovering Sapphire because she "looks just like her mother" or something. Or she shows up in RR and approaches the player for help reuniting the father and daughter, etc. Okay, enough babbling. That's my mod request. :-) Thank you!
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Dearest everyone, someone please help me, a while back I found this mod that let's you have some of your friends, meaning, Ciri, Triss and Dandelion come and visit you and stay with you at Corvo Bianco. The website being here: https://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/86683-companion-mod Now, I installed this mod and soon bumped upon the first problem being that both Yennefer and Triss shared the same couch and bed, through the help of some skilled modders that problem got fixed, then I came to understand that Dandelion and Ciri SHARED THE SAME FREAKING BED! Well, as a father, you probably understand I got rather furious. Through the help of some modders that little problem got taken care of also, I thank you. However, apparently after putting my little girl on the throne of the Emperor, meaning I got the Empress ending, somehow this mod refuses me to have a simple "Ending" conversation with my daughter. Meaning thus, she's turned into a spoiled little brat that calls me "Geralt" every time I try speaking with her, without actual dialogue and a scene, can you imagine? Seriously, kids these days.. Thus, I believe and truly am in need of another skilled modder who can "explain" ("meaning script") some manners into her. (I'm not sure if it's possible to add fixes to an already existent mod, but I hope there is. If not, can someone be kind enough to create a mod from scratch that allows Ciri and Ciri alone (With the Empress ending) to come visit lonely old Geralt?) Make an old man happy, I mean a really old man, like really OLD. Make Geralt a Great Father Again. https://www.dropbox.com/s/cah9vtft60kep38/modCiri.7z?dl=0
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Father Companion: Alternate Ending Option (work-in-progress, to be released soon) It goes without saying that there will be end-game spoilers for Fallout 4. Do not read the description if you don't want to be spoiled! (UPDATED: 26.09.2018) https://www.youtube.com/watch?v=fppmDdKCPTU As the release of the Father Companion mod draws closer, I thought I'd share a bit of information about this project and its stage of development. So... Ever wanted to save Father? Now you can. Q: What does this mod do? A: This mod will open up the option to have Father, the leader of the Institute in 2287, as your companion after the conclusion of the main questline of Fallout 4, provided you do... certain things. It's an immersive lore-friendly questing experience with hundreds of dialog lines written. Whenever possible, there will be voice acting using recycled vanilla lines, similar to the Nora Companion mod, otherwise, there will be silent lip-synched files. Most of the routine companion lines are voiced though. Father is also a unique companion and won't override other companions, vanilla or modded. He will be wearing a special Institute power armor at all times as he's 60 years old and wouldn't really survive well in just his lab coat. This is similar to Danse and how he wears power armor all the time. Q: Doesn't Father die of cancer? A: Exactly. Between the time you learn of Father's cancer at the Directorate meeting and the end of the main quest, you will be able to embark on a side quest to obtain a cure by working with Dr. Dean Volkert, an Institute doctor in charge of treating Father. Q: What do I need? A: First, you'll need the Mysterious Serum from the Cabot questline, you will only need 1 sample. Second, you will need the medical research papers stored in the hidden part of Vault 81. This is actually a new item added through the mod. Give these to Dr. Volkert and he'll be able to create a cancer treatment that actually works. Q: What about the Vault 81 cure? A: The Vault 81 cure is useless as it doesn't treat cancer. You can show it to Dr. Volkert if you want, but it won't have any impact on the story. Q: What other options do I have if there are no more Mysterious Serums left? A: You can try to pass some hard but repeatable speech checks to convince Dr. Volkert to give you a sample of the Institute's FEV. If this option is picked, Father will turn into a super mutant companion. Q: How do I get the cure/FEV to Father? A: The cure/FEV comes in the form of unique chems that you can administer to Father on his deathbed, right at the end of the game through dialog options. Q: Can I use the FEV on myself and become a super mutant? A: No, it turns out... your particular body doesn't quite react that well to the FEV. Let's just say... you die... painfully. Q: Can I save Father if I side against the Institute? A: Absolutely. Now you can blow up the Institute without feeling guilty over killing Father. If you use the cure/FEV on him (and don't shoot him) it will later be revealed he got better and teleported out of the Institute before the explosion. Note that he will hate you for it so you'll need to pass a very hard NON-repeatable speech check if you want him as your companion. You will only get one chance and if you screw it up, Father will refuse to talk to you any further. Please note, you are still required to interact with Dr. Volkert for both the cure and FEV. So if you go against the Institute from the very beginning, you cannot do this quest, it will be permanently locked for you. You must have the cure/FEV in your inventory before you betray them. Q: Do I still get to lead the Institute if Father lives? A: If you side with the Institute and save Father, Father will fake his death and leave the Institute. This is both for lore and game mechanic reasons as doing otherwise would involve a drastic and extremely time consuming overhaul of the end-game, complete with a new cinematic. Q: How do I contact Father after the end of the game to recruit him as a companion? A: A "Commonwealth Courier" sent by Father will deliver you a message first with instructions on where to find him. (You can also travel to Vault 111 and wait a while, or speed up time outside. Note: You can't rest or sleep in Vault 111.) Q: Will this be compatible with the Nora Companion mod? A: It should be, this is intended. In fact, all the mod's new dialog related to Nora's death is kept purposely super vague to allow for the possibility that she might still be alive so it's intended to be compatible both from a game mechanic perspective and a lore one. Yes, now you can literally run around with your family killing raiders and super mutants if you want. (Father does not take up a companion slot.) Q: Will this be compatible with the Project Valkyrie mod? A: If you pick the modded PV ending, there will be a different path to recruiting and curing Father. Q: Can you command Father? A: Yes. He also hack terminals but cannot pick locks. His default weapon is a generic Institute rifle, same as X6, feel free to change it. Q: Do you need to dismiss other companions? A: No. He's a special companion and will come with you even if you have another vanilla companion with you. Q: Can you send him to settlements? A: You can, yes. Note: When you send him away the first time you also get a permanent tracker on his location in case you lose him. Q: Any other compatibility issues? A: There shouldn't be but you never know. As of now, not a single vanilla asset is edited to make the mod possible, it's all added with scripts with the exception of the PS4 version which edits the Third Rail and Vault 81 hidden section. Q: Will this be available for XB1? A: The same day it's available for PC. Yes. Q: Will this be available for PS4? A: In a limited form yes. In fact the PS4 version might be released first since all possible features have already been implemented and only require testing. The main aspects that the PS4 will lack are: 1. voices/lip movement 2. quest entries in your quest log (the quest will still run, you just won't be notified of progress) Q: Progress? A: Voice Acting and/or Lip Synching - 95% Please note that while this is pretty much set to go, I am accepting voice actor auditions since all of the voice acting is recycled vanilla dialog which doesn't always fit so there are many silent lines. The characters involved in this mod are: 1. Father (also Father in mutant form, but only 1 actor is really needed, mutant Father will simply be lower pitched by 21% in Audacity) 2. Male Sole Survivor 3. Female Sole Survivor 4. Dr. Dean Volkert [email protected] Quest Setup - 95% Companion AI - 95% Testing - 55% Extensive Testing - 30%
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So I had been having fun with the Portal Gun mod and right before I blew up the Institute I zapped Shaun over to the Castle. He doesn't appear to do anything but stand around and mumble nonsense when you talk to him. Does he do anything interesting? I had grabbed a bunch of vault 81 cures from the 'developer's room' and never got prompted to administer a cure to him for his cancer. Was there a point at which I would have been given the option to do so if I had followed the right line of conversation with him?
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So, there seems to be some debate on what exactly is going on with the whole "The leader of the Institute is apparently your son, Shaun" point in the storyline. What I am going to do is put forward all the information I've gathered on the subject, and then put in my opinion/theory. Then I would like to see what you all think. Information- So in the main storyline, you are introduced to man who goes by Father, and claims to be the Sole Survivor's son, Shaun. According to father, it has been 60 years since he was taken from Vault 111 by Kellogg, and that he has ascended to be the leader of the Institute. To show that he is grateful for the Sole Survivor's role in being his parent, he gives the player unrestricted access to the facilities of the Institute. However, many people question whether he is truly Shaun. While there are a few avenues that the Sole Survivor could take to confirm or deny this, like a blood test or checking possible databases of detected openings of Vault 111, none of them are available. This is for two reasons, one more solid than the other. On one hand, the Institute could fake or tamper with almost anything the Sole Survivor could attempt to do, twisting it in their favor. On the other hand, any avenue for the truth could turn the player's opinions too quickly, which leaves the answer very obvious and one-sided. Bethesda most likely wanted this important part of the story to be left to player interpretation, making the storyline more interesting. So in order to find the truth, one must look to the evidence that is displayed throughout the game. First of all, why would the Institute only take a child from Vault 111? The best possible explanation is that with a child, they could continue to observe how the body functions throughout growth, thus being able to perfect their gen-3 synths of any age. But why would they let a child, whose only purpose was being a resource, ascend to any rank of Institute scientist? This is most likely for two reasons. One, a large portion of Institute scientists are not 'evil' and are seemingly kept in the dark about the Institute's darker side (Like Virgil and his FEV research later on) so they likely grew attached to the child shaun during the time he was a resource, and would be adamant against letting Shaun be simply disposed of. Two, a child fresh from a Vault would have no past experience with things like morals, making that child perfect for molding with the more malicious side of the Institute. But there are many inconsistencies to keep in mind. One, look at Kellogg at the time of him taking Shaun from the Vault and the time of the Sole Survivor catching up with him. No difference in appearance that would be caused by age. While it is safe to reason that his life has been prolonged by the Institute, it makes no sense that only Kellogg would get this and not Father. If you are going to keep your best weapon (Kellogg) in good condition, why not keep yourself in good condition too? The Institute isn't stupid like that, if they had that technology they would use it to the best of their abilities. Two, when you finally encounter Kellogg and he tells that Shaun is with the Institute, he mentions that he's a good kid. While it is feasible for Kellogg to view even the aged Father as being younger than him if the age extending point was true, he simply wouldn't do that. Say Father is actually Shaun, combine his age by the events of 2877 and the fact he spent a couple hundred years in an icebox, and it's obvious that he would be too old for him ever to be referred as a kid, especially not by Kellogg. Kellogg might be a murderer and a mercenary, but he is honest enough to not lie about that. Besides, it is revealed through his memories that he personally wishes to see the Institute's downfall, so he probably would have told the Sole Survivor if his son grew up to be the head of a murderous corporation he hates, rather than saying that he's a good kid. The final inconsistency is that even though Father greets you as family when you finally meet him, up to that point he has let the Institute's Synths target you like a regular wastelander. If he truly saw you as family, he would have brought you in as soon as possible. He wouldn't risk you dieing at the metal hands of those under his control, putting your blood on his hands. He also doesn't seem to care about the Sole Survivor's spouse dying, but that can be assigned to the no previous morals point. My Opinion/Theory The way I see it, Father is indeed lying to you, but on two fronts rather than the obvious one. He is not your son, Shaun, and seeks to use you as a replacement for Kellogg, seeing as you had the skill to kill him. He wants you to be the Institute's new weapon, and is willing to pretend that he is your son to do so. He is also lying about the child being a synth. The child is the actual Shaun, and was taught to believe otherwise. By time Father realizes his best weapon has turned towards him in one way or another, he turns the Synths back against him for a relatively short moment of cannon-fodder safety. He uses this time to reveal the truth to Shaun, and then purposely gives himself some form of material to make himself sick in a last ditch effort to save himself through the Sole Survivor's compassion. Instead, he realizes too late that he failed to keep himself and the Institute above water, and being the intelligent man he is, accepts his fate. By doing this, he dooms himself to die, and unintentionally gives the true shaun a chance at life. So, what do you all think about this? What are your theories and opinions?
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Who would you side with if Shaun was not your son - or - there was a way to save him from cancer and it didn't depend on faction choice? Personally, I'd keep the Institute because creating a giant radioactive crater in the middle of Boston is probably the worst way to save the Commonwealth. (It's also closely linked to the water supply.) However, it would have to be my way or the highway so I wouldn't allow the Directorate to just continue what they've been doing. In-game this wasn't done very well, but you can technically become the Director and then proceed to kill off everyone in the Institute without being "kicked out" effectively ending the synth program but leaving the building intact. At least I wasn't kicked out. There is the minor annoyance of essential NPCs, but that can be disabled even without a standard mod.
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Alright so, I'm working on a quest mod now, it's pretty close to release, but I wanted to give it a shot in having it fully voice acted. As it stands, the mod uses a combination of text-to-speech (legal for redistribution, pretty high quality), silent dialog with lip-synching and voice acted lines using recycled vanilla lines that fit. This is as good as it gets without voice actors directly involved.More information about the mod can be found here (spoilers warning): https://www.nexusmods.com/fallout4/images/127948 Here are all the roles I need to fill: - Commonwealth Courier (Boston Male) - currently voice acted with text-to-speech, 1 line, basically if you can sound like "some guy from Boston", that's good enough for me.- Dr. Dean Volkert (Institute Medic) - currently voice acted with text-to-speech, around 70 lines- Female Sole Survivor (player) - the following 3 use either silent or recycled lines- Male Sole Survivor- Father (very important as he is central to the mod, as unlikely as it is given his unique sounding voice, I can't accept half-measures for this, you need to sound like Father or I'd rather just not use any voice acting at all and just stick with recycled lines + silent lines) Send your best impressions of these characters to: [email protected] will soon let you know if it's suitable for the mod and then you'll get the full script to voice act. Terms and conditions:I want to make it clear though: This is a volunteer based project, you won't get paid. All I can do it give you credit which means acknowledging you (by whatever name or nickname you choose) as part of the team that created the mod, with all the uhm glory that comes with it if any.Copyright conditions: You agree to forfeit any copyright claims to the audio submitted. I can't have people saying they want in and 3 months later pulling out or filing random DMCAs out of nowhere. Understand that once the mod is published, there is no turning back and any abuses of the DMCA will be met with a response and the mod will stay up. If for whatever reason you're not comfortable with your voice being up on the Internet forever, don't join.
