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So, I just completed Nuclear Option with the Minutemen and chose to save Shaun, who was sent to The Castle. I tried talking to him, but he won't talk to me. He doesn't say anything at all, my character just opens the trade menu whenever I select him. I've tried every combination of resetai, recycleactor, disabling and enabling him, and even the resurrect command, and none of them work! My load order: Fallout4.esmDLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmccbgsfo4001-pipboy(black).eslccbgsfo4006-pipboy(chrome).eslccbgsfo4012-pipboy(red).eslccbgsfo4018-gaussrifleprototype.eslccbgsfo4019-chinesestealtharmor.eslccbgsfo4020-powerarmorskin(black).eslccbgsfo4025-powerarmorskin(chrome).eslccfsvfo4002-midcenturymodern.eslcceejfo4001-decorationpack.eslccbgsfo4005-bluecamo.eslccbgsfo4045-advarccab.eslccgcafo4001-factionws01army.eslccgcafo4002-factionws02acat.eslccgcafo4003-factionws03bos.eslccgcafo4004-factionws04gun.eslccgcafo4005-factionws05hrpink.eslccgcafo4006-factionws06hrshark.eslccgcafo4007-factionws07hrflames.eslccgcafo4008-factionws08inst.eslccgcafo4009-factionws09mm.eslccgcafo4010-factionws10rr.eslccgcafo4011-factionws11vt.eslccgcafo4012-factionas01acat.eslccgcafo4013-factionas02bos.eslccgcafo4014-factionas03gun.eslccgcafo4015-factionas04hrpink.eslccgcafo4016-factionas05hrshark.eslccgcafo4017-factionas06inst.eslccgcafo4018-factionas07mm.eslccgcafo4020-factionas09rr.eslccgcafo4021-factionas10hrflames.eslccgcafo4022-factionas11vt.eslccgcafo4023-factionas12army.eslccawnfo4001-brandedattire.eslccswkfo4003-pipquan.eslccbgsfo4062-pippat.eslcceejfo4002-nuka.eslccbgsfo4072-pipgrog.eslccbgsfo4073-pipmman.eslccbgsfo4075-pipshroud.eslccbgsfo4079-pipvim.eslccbgsfo4078-pipreily.eslccbgsfo4008-pipgrn.eslccbgsfo4009-piporan.eslccbgsfo4027-powerarmorskingreen.eslccbgsfo4034-powerarmorskinyellow.eslccbgsfo4028-powerarmorskinorange.eslccbgsfo4031-powerarmorskinred.eslccbgsfo4030-powerarmorskinpurple.eslccgrcfo4002-pipgreenvim.eslccbgsfo4063-papat.eslccbgsfo4101-as_shi.eslccbgsfo4114-ws_shi.eslccbgsfo4118-ws_tunnelsnakes.eslccbgsfo4113-ws_reillysrangers.eslccbgsfo4112-ws_pickman.eslccbgsfo4103-as_tunnelsnakes.eslccbgsfo4099-as_reillysrangers.eslccbgsfo4098-as_pickman.eslccacxfo4001-vsuit.eslUnofficial Fallout 4 Patch.espWorkshopFramework.esmArmorKeywords.esmjmEyepatch.esltechArmor.eslJmenaruHairPack.eslMontoya Rapier.esldppsychoandmedx.esldpjetandxcell.eslHulk Smash by COOTS.eslAutoUnequipPipboy.esmHiPolyFacesCompanionPlugin.eslBandolier.eslVendorTrunk.eslBetterSettlementTeleporter.eslBobbleAndMagsOutsideV111.eslK198Recruit.eslSkb_MachinegunsRebirth.eslDMInstituteQuarters.eslSkb-MinigunsRebirth.eslRecruitTraderRylee.eslNQAS - 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Automatron DLC.espCrafting Workbenches - Junk Items.espCrafting Workbenches - Power Armor.espCrafting Workbenches - Pre War and Manufactured.espBetter_Settlement_Defence.espCBBE.espLooksMenu.espM8rDisablePipboyEffects.espPlayable Synth Eyes.esplovely piper replacer.espStartMeUpShaunDefaultAppearance.espFOVSlider.espHomemaker - Unlocked Institute Objects.espWasteland Ronin Helmet.espStartMeUp.espMainQuestShortcutSMUCP.espStartMeUpNukaWorldPatch.espM8r Complex Sorter.esp
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- shaun
- wazer wifle
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There are 4 default cribs in the game. They are located in the workshop under "Decorations > Misc". When you stand next to one of these cribs & drop a baby, it lands in the crib. So, I got the bright idea to skin the cribs but no matter which crib I skin & no matter which files I choose, my cribs won't hold a baby, it hits the floor. So I checked out other furniture mods & their cribs won't hold a baby either! Any help is appreciated. :confused: :confused: :confused: :confused: :confused:
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You know you love the idea of being chased by a horde of Ghouls repeatedly yelling "SHAAAAAAAUN!!" every time they spot you
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- feral ghouls
- ghouls
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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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Am I the only one who thinks its ridiculous that you can't tell synth/child Shaun what to do in the slightest? Seriously, you can't even give him a bed to sleep in! How is the Sole Survivor supposed to be a parent to Shaun, when you can do literally nothing to influence them? Am I missing something?
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Ok so first of all I warned you that there could be spoilers. I was wondering if anyone knew how to have Shaun (kid) to actually do things if you send him to a settlement. IIRC sending him to Sanctuary lets him do a very little amount of things (I believe he sits down at that one spot on the concrete of that center house). I sent him to Boston Airport after Finishing with the BOS and he ended up standing in the middle of the road. So after I made a house (sort of) i moved him with commands so he's not some weird kid who likes being in the street 24/7. I know there's a sandbox package but I'm not sure how to either put it on him in-game or set it up right so he will move around and interact with things after being sent to a settlement. I did cheat to make it so the airport can have food (cause why not?). I would just like to know if anyone has done such a thing without the ck since for some reason Bethesda isn't releasing it. Or if it's mainly because I sent him to the airport.
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*Spoiler Alert in the Fallout 4 Spoiler Forum* I speak of course of the young synth Shaun, who was himself modeled on the childhood records of our own in-game son Shaun (the Father). He always reminded me of Boba Fett from Star Wars in that he was a special individual created using a process that was being used to mass produce similar individuals but as a child instead of an adult. Furthermore, his creation came at the request of the individual used as a base template for the creation of all others, in this case Father instead of Jango Fett. However, unlike Boba Fett I am not entirely sure the kid can grow up to be a badass bounty hunter with the possible risk of falling down the gullet of a giant sand monster. It's not like the kid does not earn his keep, because if you give him some junk then he gives you working weapon mods (would be a great way to pay for college if there were any left). It is also interesting that while Father refers to all others synths as little more than property he does shows special concerns for the welfare of the young synth after his passing. It seems that Father always intended that the synth eventually end up with the Sole Survivor. So the kid is a 10 year old tech prodigy, but will he grow or remain forever young? It would indeed be an astounding feat for the Institute to create a machine that can actually grow in stature and composition over time so as to simulate the aging process. If not, would we need to find another brain dead synth just like we did for Curie if he ever feels like becoming an adult? When are we supposed to tell him that he is a synth and sort of our grandson to boot? When are we supposed to have that talk as well as the talk, was there a manual we were not given? The game did not really answer any of these questions, instead handing the kid to us as some sort of consolation prize. "We're sorry you did not find the baby that was taken from you, have this replica 10 year old child version of it. Also, he comes with handy features such as creating mods for weapons of war. Occasionally he may glitch and forget whether you are his father or mother." Oh well, if he cannot age then at least he can become mayor of Little Lamplight if he wants.
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I made this mod Nuka Cola Baby Shaun where I replace the baby models (nif) with a nuka cola model. The Shaun in the crib works fine, but when my spouse carries shaun, it goes to their feet rather than in their arms. And when the Institute lady "grabs" shaun, shaun stays below my spouse, not transferring to the Institute lady. I'm thinking it's a nif problem. I tried to get it to work using nifscope but I'm a complete noob with nifs. Please help? The mesh used: Meshes\Props\NukaColaBottleFullPrewar.nif The meshes that I replaced: Baby Shaun Carried by spouse: Meshes\AnimObjects\BabyBundled.nif Baby Shaun Carried/Taken by institute lady: Meshes\AnimObjects\BabyBundledRight.nif
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I fricken hate that ugly baby. So my idea is to have him replaced by some random item. Be it a Nuka Cola bottle, a mini nuke, a magazine, or anything that you would find hilarious. I would love to see my spouse trying to protect his/her precious Nuka Cola with their life. XD
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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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I don't have access to the Cretion Kit, I play on console, and it always bugged me that the Synth shaun you get after beating the game doesn't go to bed, and you cant command/supply line him. Can someone please make a mod that makes him go to sleep and makes him able to be commanded and upload it on the Bethesda.net site for PS4 an Xbox One. Thanks
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- mod request
- synth shaun
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I really like the character, the old Shaun and the synth kid too. What grinds my gear is this: In Skyrim you could roleplay as whoever you wanted, same in New Vegas and in Fallout 3. But then Fallout 4 comes and basically forces you to find your son. A LOT of dialogues involves your quest to find your son, which makes it hard to pretend the main quest isn't there, specially when the main quest is CONNECTED to ALL the factions questlines, which is a huge immersion problem for me (a problem even worse than a certain minute men sending me to settlements that need my help). Sure, in Fallout 3 you had to look for your father but it wasn't really an emergency, you just needed some answer and doing side quests, exploring and everything else made sense. It wasn't like your father's life was at stake, like it is in Fallout 4. I don't know if you guys agree with me or think I'm just being obnoxious, but I would really like a mod to get rid of the dialogues involving Shaun being your son. I'm not sure if a mod like this is possible or wanted by the community, but what do you guys think: would you like to invent your character's background instead of using the pre-war mom/dad? Could you modders do something of the sort? Do the rest of community support my idea? Thanks for reading, comment what you think of that.
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Spoilers for the Main story line up ahead for all those who haven't finished the game yet! What if after the completion of the main quest, if you have taken Synth-Shaun in as your own and providing his story isn't continued canonically by future DLC, you are able to begin a quest that has you head either into The Institute/Institute ruins (obviously depending on choices) and uploading Shaun's software into an adult Synth body. The model could be made to still look somewhat young, like maybe 18-20 years old, to keep the child-parent dynamic between the him and the player. Someone interested in making a follower mod to rival Inigo for Skyrim or Willow for new Vegas could voice the adult Shaun and i'm sure there's enough lines of dialogue for the player to piece together decent father-son conversations. Could even make him non-essential and see how travelling the wasteland with a son you must protect affects people's play styles. I know I'd enjoy it, i think its a great jumping off point to have you make an emotional bond with a character like I know a lot of people did with Inigo. That being said, optional backstory aside Inigo was a total stranger and it can be more fun for potential follower creators to start an original character. Although, an additional idea giving modders the opportunity to breathe whatever kind of life they wanted into a basically blank slate would be to have a mini quest when synth-Shaun is still a child to perhaps take him a few places and face a few moral dilemmas and your choice affect how his personality turns out once aged up. This teaching process could even continue after that, a chance for your character to "do it right" after having your son turn into the power man institute overlord previously. Or even to ensure he follows in original Shaun's foot-steps and becomes the perfect heir for when you pass over the helm of the institute. obviously all depending on your in-game choices. though i'm aware that's a lot of work for modders and voice actors alike with multiple personalities to create. Just a thought, feel free to let me know what you think.
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Before I begin I must state clearly that I am not a writer and I'm not trying to be perfect! Even when i am trying i write in long rambling run-on sentences. I am doing this to get it out of my head. I've been thinking about this for days! I've always loved the idea of game mods and i spent hundreds of hours playing modded versions of gta games battlefield 2 and arma! and now fallout 4 which is one of my favorite games ever without any mods but the way its almost perfect has awoken a desire in me to see if the modding community could be pleaded with in hopes that a beautiful perfect conversion of this game was possible. How to fix fallout 4: 1.introduction First things first, I'm not a hater but I am new to fallout. having said that this is the single most fun game I've ever played! it crosses zombie survival, tactical shooting, with rpg, and adventure with an amazing settlement system. however I do have to agree with the critics that the story is utterly broken... in my first play through I used a Samus Aran\Liam Neeson character build which means that I lived in my power armor and I was on a mission to rescue Shaun before I allowed myself to indulge in wasteland exploration or side quests. Sadly however once the final chapters of the story began to reveal themselves I quickly lost interest in the nonsensical and plot-hole filled story-line. After that I just began to wander aimlessly in the wasteland, did a little settlement building, but mostly just went after a few choice mods on nexus that I felt improved game play and immersion so much that they should have been included in the original game. Some of the smaller changes I'd like to see already exist in a simpler form made by mod authors way before the upcoming creation kit release. This community gave me hope that it may be possible to transform the funnest game I've ever played into one of the best games ever made!!! 2.Mod List Here's my list of mods i felt improved game play or added a deeper level of immersion, or fit my vision of the new "Fallout" I hoped to be a small part of creating. 1.Cut Weapon Mods Restored: Who doesn't want more weapon options? Also the Broadsider plays a major-major part in my redesign. I desperately need some one to create a pre-war military version of a "man -portable tank gun" to be carried by troops wearing power armor into battle! Finally justifying the nickname "walking tank" and a simple re-mesh or texture could transform the broadsider into such a weapon after that just add the receiver options from the cut weapons mod to add the necessary firepower and I would hope such a change would excite fallout loyalist and be symbiotic and reasonable at home in the existing lore. 2. Slippery Chameleon: This mod allows you to move around while using a stealth boy without breaking the stealth field visual! JUST LIKE THE ENEMIES CAN! Seems fair to me, also should be drawn from fusion core rather than ap while in power armor and player held one will have fusion core battery or one time charge and be disposable forcing player to ration use. 3. See Through Combat Scopes: Awesome! very lore\immersion friendly. 4. Overmodded Power Armor: Don't make me choose between a targeting hud and recon sensors when they so excellently compliment each other - or a stealth-boy and a jet-pack especially when I fixed the stealth boy already. I won't do it... I'd rather mod. 5. Lasers Have No Recoil; A youtuber made a video and a modder fixed it! I love that! besides whats the point of technology if it doesn't feel like cheating? Balance with rarity and ammo cost this is a must! 6. Advanced Institute Weapons; Changes institute weapon projectile to the alien weapon projectile. Why? Cause in its current state it is just a lame laser rifle with blue beams. Why else? Cause it was reverse engineered from alien technology! More on that later... Also can somebody speed up the projectile? I tried to snipe and it shoots like a railway rifle yeeesh! 7. Immersive Fast Travel; This mod gave me tons of great ideas. The teleporter is cool it just needs an institute relay flash when you activate. You must side with institute at some point to unlock (along with other goodies). The Vertibird already has a working interface in vanilla but the motorcycle and car from the mod gave me a great idea. Settlement to settlement transport vehicles you can build or discover and repair. Here's how it would work in-game... Approach vehicle, hit E to enter (cut-scene of player opening door and sitting in car then closing), pipboy map or vehicle nav is brought up, destination is selected, here's the cool part an cut-scene of vehicle driving off a short distance as screen fades to black\loading screen(immersion) load screen fades to cut of vehicle arriving at destination settlement and parking then exiting and control is returned entire sequence can be first or third person and car truck jeep or motorcycle. maybe these vehicles can be unlocked by atomcats garage? I know that's a reach and I swear that's the only time I'll mess with lore in such a way. Maybe at some point you unlock a fast travel ufo that beams you up then teleports to anywhere on map? 8. Robot Home Defense; In a world where hack-able robots exist wasting resources on turrets and guard stations seem pointless. V.A.T.S. please don't hate me for this... I imagine if the player wanted to use vats outside of power armor they would need some type of technology like the eye piece thing from dbz power scouter I think they call it ours would be more steam punk of course and could be integrated into helmets and mask at an armor station by scrapping it into components. The vats system is already built into power armor as standard. This should be simple right? Build a vats eye thing as apparel and disable vats unless player is wearing eyepiece power scouter vats module? Or wearing power armor or wearing a helmet\mask with "vats integrated" in the title. I know this is a big change and everybody may hate the idea but I felt there was untapped immersion and realism possible and it just seemed odd for a non robot to do vats. CHANGES NEW IDEAS AND IDEAS I WOULD LIKE TO SEE EXPANDED UPON: COMPANION BRAHMIN: The cargo one with all the luggage maybe it can be bought from a specific trader and act as a walking cargo hold with insane cargo capacity like thousands!! balance? gotta keep it alive or use a lot of stim packs, but it will definitely come in handy when you go resource hunting for the large-scale settlement projects... What large-scale settlement projects?? THESE... LARGE-SCALE SETTLEMENT PROJECTS: Given enough settlers maybe a leader can be appointed when your away and they can unlock these over time things for settlers to work on like actually restoring existing houses over time with different levels like patchwork like new and better than new or border fences junk metal fortress\castle that are prefabbed along the border, you just say go and they are erected overtime while you are away given enough labor and resources. GHOULS EVERYWHERE: If all living things went hostile tomorrow you would run into more of us than anything right? Either way who doesn't love killing zombies? The wasteland outside of cities should be stocked with ghouls ghouls should be a constant menace in the wasteland forcing the player to use more tactics while moving in the open in the early game there presence may be hedged in the late game by the presence of such powerful factions but they still remain a persistent growing threat to humanity. Here's where i found an opportunity to do some lore bending for the benefit of my reworked not rewritten storyline. I did research on the ghoul lore online and didn't see any reason a ghoul virus couldn't exist in the fallout universe - "radioactive-necrosis" huh huh? No reason the institute couldn't have discovered the virus and now the twist Shaun was sought out for his immunity - I know it's not mind blowing but it makes him much more rare than non-irradiated and could have been inherited by the chosen genders side of the family making the spouses killing less irrational. THE INSTITUTE: I felt the institute needed a master plan to go with their synth project, I mean a better plan than "building the perfect machine". The first 2 generations provide the institute with slaves and soldiers - same weapons. same armor - but I want to see synth heavies in institute white x01 suits. They are cutting edge right? I felt the third generation needed a job more substantial than replacing strategic people on the surface, don't get me wrong it's a fine side project but given their complexity I felt they needed a greater purpose than espionage. A lot of games look to movies for inspiration and I'm aware of the influence terminator and blade runner has had on the synths of fallout 4, but I kept coming back to the movie appleseed and the bioroids. I was like that's a way better reason for making all these synths! The institute is afraid of the surface but feels it is their destiny to control the way civilization is rebuilt so in their arrogance they start by re-designing man. Ghoul and rad resistant better faster stronger etc and limited free will due to a chip in their head that gives the institute the ability to issue directives that all synths must obey without question the institute claims this is a safety\update feature it also limits their negative emotions to remove the possibility of man 2.0 repeating its own near extinction, or so the institute claims. This chip also facilitates a service the railroad can provide the escaped synths by removing the chip and giving them true freedom... cool right? So that's my major re-write. Save the world and rule the world by building a perfect man they control - but that's not all the institute has in store... ALIEN TECHNOLOGY: So I got a mod that changed the projectile of the institute rifle to the alien blaster one and it felt way cooler to be shooting a copy of alien tech than just a blue laser rifle. Then I started thinking about that memory den pod thing seemed out of place. What if it was recovered from a ufo? and somehow ended up in the memory den but the operator could only use it as a brain vcr or tivo and is not aware of the potential of the device. When the institute became aware of the technology they were able to procure their own and it turned out the pod was used by aliens to encode their brainwaves and communicate with a hivemind on their home planet x million light-years away, and the institute hoped they could use the pod to extend lifespans exponentially by copying their mind into synth clones of themselves. The original copy vessel dies when a full transfer is preformed so it isn't taken lightly by those who believe in a soul and aren't sure it will make the jump with their memories and personality and the new synh is just a souless copy. Ok here really goes nothing... SUPER MUTANTS: the fev right? It was stored under ground before the war. I didn't see any mention of it being successfully tested before the war and after the war it seems like it never works so maybe the rads corrupted it? Where did it come from? ALIENS! Why not? Maybe old world governments swapped tech with aliens, but that doesn't affect the way I want to see super mutants changed in fallout. Right now they are like buff raiders with creepy decorations and terrible dialogue. In fo4's lore the supermutants of the commonwealth are not native to the area and the cw is across the country from where they originated they are released experiments of the institute carried out on a much smaller scale due to the fact it doesn't freaking work so they would not be organized in armored clans but scattered alone, or in small packs still dangerous but just trying to survive, not offensive unless hunting but will attack if threatened or its home is invaded they will wander the less urban areas solo attack with mutant specific mostly melee weapons crude poolstick spear, sledge axe, nail bat, satchel of throwing nukes? This guy can have his bag targeted at range and the secondaries will kill the whole pack this one will always accompany packs when close its best to just headshot. I want the s\ms to have a bigfoot vibe. Cool right? I always thought big foot was a released govt experiment seems plausible. GUNNERS VS RAIDERS: The two gangs of the commonwealth should fight each other for territory, makes for a more lively commonwealth and player should be able to play optional raider\gunner quest where you pick up a special item like a recruitment letter or disguise or something that turns the specific side friendly and when you assist them in combat an npc will ask for help at another nearby battle site when talked to after. Gain exp, legendary drops and special thing for completing x quest. Good idea bad idea? Idk. THE STORY: There are already synth settlers that are indistinguishable from regular ones, just need more of them and they should be shown as victims of raider violence, like finding dead settlers in raider camps with synth components and prejudice from other settlers when suspected like verbal harassment. So the story remains pretty much the same until you enter the institute where you meet synth Shaun and real Shaun who is suffering from very early stage brain cancer he explains why they make synths. A NEW WAY TO PLAY THE END GAME: I liked the idea of the railroad and minutemen both contributing to one of the endings but why not include the brotherhood? I call these multi-faction endings like convincing the boss to help you break back into the institute then let the minutemen take the lead on the invasion into the interior which Maxson believes to be a suicide mission, and while inside the institute you can keep a promise made to the railroad and assist a mass escape of a group of gen3's seeking freedom. THE PLAN: If you stick with the institute long enough you will be sent on a quest to clear out a general atomics factory so that it can be re-purposed for mass production of the robo synths so urban areas can be occupied and patrolled in their words to keep the peace and end the violence against synths. You will also be asked to help destroy rival factions by multiple factions but can refuse leaving factions intact either way - I don't want to see the bos completely destroyed. Prydwen goes down but the brotherhood sticks around in smaller numbers so you can fight them post game they will randomly be occupying buildings like outpost you can find by looking for guards outside or will drop off scout/recon teams by vertibird like before the Prydwen goes down. Also I don't want to see that puffy scribe armor I have a hard time shooting those guys, they don't look intimidating or even combat ready. I want to see the bos jumper uniform with bos combat armor of varying levels and power armor that's it. GAMEPLAY CHANGES: 6TH SENSE: I hate wandering into enemies, so I end up spamming the q button then exiting vats this has a really useful end result of having your characters direction changed to be facing the enemy then you can scope and kill. So here's an idea and it can be disabled by the player but why not have a better reason to buff perception? For instance when you come across an enemy or one wanders into line of sight you will have a vats style slow mo effect triggered and the players camera will be re focused in the enemies direction after a second the player is released and free to enter vats manually aim and attack sneak closer for a better shot or evade all together. So the idea is random encounters will draw your attention automatically and the range will depend on your stats, this will allow tactical players to approach enemies way more carefully. Again its optional in my vision and you can also be prompted too enter vats while the slomo effect is happening, or if your quick enough you can draw your weapon and prolong the slomo effect for as long as ap holds out just like having the drop on somebody. It should also have a cool down time to prevent multiple slo mo effects when encountering groups who enter l.o.s. one by one. PIP PHONE? I wasn't the biggest fan of traveling great distances in order to have simple quest convos. What's all this technology for? So why not have the ability to communicate with the most important npcs over ham radios and through terminal on their side with audio and\or video transmitted to your pipboy you can also receive those on screen text alerts through a messenger on the pipboy to deepen immersion. Super simple and you can still watch your beautiful character in third person talking to his wrist with a grainy voice talking back or go back and forth between the player and his pipboy screen displaying pixelated video of the npc you're talking to. INSTITUTE BENEFITS: Now you have a better reason to take down the institute to prevent an army of clones and terminators from surpassing humanity allowing their mad scientist creators to control the destiny of the planet. Why end the game sided with them? Well I assumed joining the institute would benefit the settlers under my jurisdiction with some of that high technology - I mean we are allies right? How would this work? Maybe you can complete side quest for different institute departments and be rewarded with institute benefits, like synth robo guard and workers for settlements that cost no resources and consume none, or super seeds that unlock high yield farm crops or high output water purifiers and generators or even swanky institute beds that boost happiness simple obvious but overlooked. SURVIVAL: In survival mode food water and rest become necessary, but rather than stat bars that tick down how about a rule of thumb to eat sleep once a day and drink twice - neglecting to do so will trigger an inner dialogue like I need to eat soon, I need a drink. Failing to do so will result in negative stat effects or the inability to run or less carry weight taking more damage in battle passing out etc, and also breakable limbs that can be repaired by a doctor in diamond city or the institute or railroad and a rare npc who can be sent to a settlement for a personal doctor when these limbs are damaged player may limp unable to move any quicker or be restricted to pistols/knives until pain drugs are taken as a temporary fix or doctors repair it. Maybe the doctor can put on a cast that can be removed by doctor in xx days... idk just a thought. Also while sleeping in areas with enemies near by you may be awoken abruptly if an enemy enters your sleep perception range like you heard a noise and maybe if hidden well you can choose to continue resting in hopes the enemy just passes by based on luck maybe? SHAUN: I hated the way Shaun's death was handled, especially if you choose not to side with his borg collective he basically tells you to go to hell before he dies, it sucks. I would rather he be found " dead" when raiding the institute or after returning from your last mission. Upon discovering this the crib ending should play then later when synth Shaun asks to go with you either because the place is about to blow or father is dead and he sees you as his only other family, but then Shaun's holotape should reveal that the same alien tech used in the memory den was replicated inside the institute in the hopes it could save Shaun's life by having his mind put in a synth body but rather than just body swap he decided to have all his memories after the age of ten locked away and his mind was put in synth Shaun so that he could give his mother what she wanted most in the world and also to give himself another chance at life with a loving parent. JET PACK: Why can#t you fly forward with the jet pack? Maybe a hover button, but definitely want forward flight for jet packs, they did it way back in San Andreas! Just pivot the two outside nozzles. DOORS: So the player can be seen climbing into a suit of armor, but can't turn a doorknob with their own hand and walk through a black hole to a loading screen? NEW CONTENT: NCR RANGER MASK: I downloaded the ncr ranger outfit off nexus, it's cool but I messed around and wow, that mask looks great with combat armor so good it should come with the helmet in a version like combat mask. ANCHORAGE FRONT: I imagined a flashback mission where a group of u.s. soldiers, some with power armor are being flown in vertibirds through a blizzard to be dropped at an oil drilling out post that was captured by Chinese paratroopers your mission is to retake it so this is the very beginning of the war before the nukes and would be a really cool quest idea. PHONE HOME: If the alien institute connection in my vision of fallout catches on then I would like to see a mission where some of those giant radars at the listening post are used to signal aliens and request a fresh uncontaminated sample of fev or something. REPAIR THE PRYDWEN: So there's a giant jet engine in the wasteland on the back of a truck somewhere so why not have a quest in which you recover it to repair a damaged Prydwen engine or something. LIBERTY PRIME BOSS FIGHT: I don't care how or why! HOLSTERED\SLUNG WEAPONS: Freaking let the player sling or holster the weapon. I saw this in a promo video was it too hard? Is it too much to ask that the player puts food and drink to their face the way they inject stimpacks? That's it for now. I really do love the game - maybe too much...
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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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**SPOILER****SPOILER****SPOILER****SPOILER** A mod that could add Shaun from the institute as a companion.I am not asking for it now but I would like someone to use the idea because I really want to see it.
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Suggesting a replacement mod replacing Shaun with everybody's favorite Mandalorian sidekick. Bonus points if Nate or Nora punches him when the 'Play with Shaun' command pops up.
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I think the story for Fallout 4 regarding the whole thing with your son being older than you and having grown up to run some shadow-organization is decent and interesting, but when you role-play different kinds of characters, it's not always the kind of story you want. Sometimes, for some kinds of characters, it doesn't really fit them to have an arc that involves weird emotional drama about your natural son being a 60yo mad scientist, or to have to confront weird metaphysical questions about whether or not a synth-recreation of your kid can be considered your kid. So here's what I propose, a mod that changes a scene or two, and chops a lot of options out of the main story and resets expectations, rather than your son being taken 60 years ago, he was taken only 10 years ago, as you were at one point lead to believe, he's still a natural-born human being, kept at the Institute, and you've got to save him, like you thought you were going to do. I'm thinking something along the lines of the story being unchanged up until the "Institutionalized" quest. When you find child Shaun, the room he's in may have to be re-designed. Maybe he would still refuse you believe you're his parent, or maybe it would be possible to convince him you are. Either way, as you're talking, you get interrupted, synths storm the room. Once you dispatch them, the room gets locked down, you're separated from Shaun, and you have to escape. I guess the whole thing was some kind of trap to catch you for your DNA or something, or to kill you to replace you with a synth, it doesn't matter exactly why. The "Father" character could either exist only as a voice trying to lure you into the trap, or could be cut from the story altogether. Presumably, there would be no way to join the Institute in a story like this, nor any way to infiltrate it for the Railroad, so you'd have to do the Minutemen or Brotherhood branch of the story from there. Once you've stormed the Institute, "Father" would presumably just not be there. You get to re-unite with child Shaun, who is never implied to be a synth, he'd be presented to you as still being your natural child. Maybe you'd have to try again to convince him you're his parent, or maybe we'll just assumed he "figured out" that you were telling the truth in the meantime, doesn't matter too much. That's a rough overview of the idea I have. I think it's a way to re-write the story to be a dumber but more straightforward "rescue your kid form the creepy bad people" story, which may suit certain role-player more, without being completely impractical. I don't think it would require mountains of location-reconstruction, crazy scripts and quests, or massive re-mixed dialog trees, etc, so it's something I hope could be reasonably doable, if someone with the talent was to agree. Feel free to tell my your thoughts on how a story re-write like this could be improved. Are there any writing or logistical problems I haven't considered? Thanks for reading any maybe considering my ideas.
