Post by Cal on Oct 31, 2015 16:57:10 GMT -8
Bringing Bacon Back
This Fallout 4 mod will bring new companions, quests, locations, and armors for the primary purpose of enhancing the sense of community and creating a feeling of family within the workshop settlements you build.
Features
The Goal
Bringing Bacon Back is all about making the player feel like he or she is part of a vibrant and dynamic community inside the game.
The key to this is impact. Not only do I want the player to impact the npcs, but I want the npcs to impact the player as well as the other characters around them. As you progress through the game they are impacted... As you build your settlement, they are impacted... As you interact with the characters around them, they are impacted...
However, that impact is not always easy... These characters aren't meant to be easy! they are complex and take an investment of both time and effort. If you are looking for companions to simply look pretty and follow you around as your little dolls or trophies, this is probably not the mod for you. I can provide you with some links to various slooty mods if that is more your taste, because you won't be getting that here.
The pace of this mod is a small trickle to last over the course of a play through, not a water balloon to the face drowning you in character backstory all at once. You aren't going to be 2 hours into my mod and already having these characters loyal and in love with you, it takes time.
But that time and investment is what will make it feel fulfilling and not shallow. I want you to want to help make a better life for these characters... because you have become attached to them, not because the script tells you that you have to.
Yes, at the core this is still a companion mod, but it is really so much more. Those characters don't live in a bubble and exist only to please you. This is a community. They love each other, they hate each other. They laugh together, cry together, help each other get food. They take care off each other when sick and put up with the annoying little quirks that make each other unique.
I'm sorry players, but you are not the center of their world... It goes on turning with or without you.
That being said, it I haven't scared you away from my mod yet, you can really make an impact on these characters, build them a better world, and become a part of this Wasteland family.
Backstory
I am basing a lot of my mod off of Fallout Tactics lore, in order to explore a relatively untapped part of Fallout history without conflicting with the stories Bethesda writes. I want to be as lore friendly as possible, while the 80 year difference in the timeline between Fallout Tactics and the vastness of the Midwest gives me plenty of room to play around with.
A detailed version of the backstory is available on my website here...
teambacon.boards.net/thread/19/project-overview
...so I will keep this short and too the point. I'm sure by now you have seen by now how much I like to ramble on.
Vault 54 is an experimental Vault build out in the middle of nowhere Kansas. The particular experiment of this Vault was to stick a bunch of farmers with little to no formal education and no computer skills in a Vault loaded with cutting edge technology and no training manuals.
The unexpected happened when a young girl who didn't want to leave her pets behind brought 6 small piglets into the Vault hidden in her coat pockets. In the end, the farmer band together and created an entire underground ecosystem based on simple living and all but ignoring the technology available to them.
Many years later the Vault opened up and formed a small town where they grew radiation free crops and raised radiation free, 100% genetically pure pigs.
The Brotherhood of Steel (The Fallout Tactics faction) discovered this and decided it was a necessity to spread these genetically pure food sources to the entire Wasteland, so they sent a team to take some genetically pure pigs and vegetables to the only place in the Wasteland with the technology to make this happen on a large scale... The Institute in Boston.
On the way, however, their old enemy Gammorin ambushed the squad right outside of the Boston area and killed all of the Brotherhood. Cal and the other robot were immune to the poison gas Gammorin and his super mutants used, and were able to rescue the children but nobody else.
The survivors now live in a small out of the way farm outside of Boston. With no means to get their important cargo to the Institute, it looks like the dream of bringing the rich aroma of freshly cooked bacon back to America was lost forever...
...That is, until you came along.
Timeframe
So, why is this crazy guy putting in all this work when the creation kit isn't even out yet?
Well... most of the work done on a videogame is done outside the game engine / creation kit. This is exponentially more true for a Zbrush artist and writer like myself. The GECK is a tool that lets you assemble lego pieces. My job is to make those lego pieces and have them ready to be built with the day the creation kit is released.
Anyways, enough talk, lets skip to a visual of two different time lines and you can tell me which on you prefer. *Sorry I didn't make a poll for you to vote*
*Insert graphs*
In the first example when someone waits for the GECK, all the 3D modeling, writing, world building, and scripting is all going into place at once.
In the second example, 3D modeling, writing, and voice acting are almost all done and ready by the time Bethesda gives us the GECK.
So voice actors that think they are too good to work on a mod still in progress need not apply here. I'm not going to have my release date pushed back months waiting for you to answer my emails, possibly disappear, and then finally record the dialogue. I expect all voice acting to be finished by January.
The Characters
But before I bore you all with too much logistical jargon, I'll get to why you are all here and introduce you to the important characters.
There are 4 main characters that this mod is centered around, as well as a 5th companion you get during the first quest. There is also one other friendly npc and then the 2 major villains of the quests.
Main Characters -
Karen : Karen is a marvelous cook and was a trained medic during her time as Apprentice Scribe in the Brotherhood of Steel. She is the friendly character of the group but is always looking for more fun to have, though making sure to keep an image of being responsible.
As a companion she can heal the player during his/her journeys, and she is a decent shot with a pistol.
I want allow the player to help her start a restaurant in your Fallout 4 settlement to share the marvelous gift of bacon with the settlers.
- View More -
Kaylee : Kaylee is brave and adventurous, she helps with security and travels to different parts of the Wasteland to trade. She is kindof a bitch and doesn't really get along with people well, but if you get to know her you will realize there is a lot more to her than her abrasive exterior.
As a companion she is a great close to mid range gunner, specializing with a pistol. She has the best endurance out of all the humans and can wear armors that the others can't, eventually learning the ability to use power armor.
Kaylee is looking for her mother's power armor, which if found makes her one of the most powerful companions in the game. She also has personal problems with the other girls that you can help solve and bring the characters closer together, making a lasting impact on the group.
- View More -
Emma : Emma is very smart and good at fixing things. She is the shy one of the group and it takes a while to get to know her, but once you find some common ground to talk about she won't shut up.
As a companion she can repair weapons and armor, set traps such as proximity mines, and she can pick locks or hack computers. I wouldn't recommend giving her any big guns, especially rocket launchers, she might blow you up as well...
I want to allow the player to help Emma start a radio station broadcasting from your Fallout 4 settlement, where you can bring back records you find in your travels to share with the entire wasteland.
- View More -
Cal : Cal is a clever robot with incredible sniper skills and is just in general good at blowing things up. He is kind of a sarcastic jerk, but beneath his smartass personality he is one of the most helpful, loyal, and non-judgmental people... I mean robots... you will ever meet.
As a companion he is a force of destruction with a sniper rifle or heavy weapons or pretty much anything. He is basically a robot killing machine that will always have your back.
I want to create a mission where Cal joins the Brotherhood of Steel in Boston and the player can help him pass the initiation tests. Cal is also around to give the player advice on characters he/she is trying to pursue a romantic relationship with. For a robot, he knows an awful lot about human social patterns, I guess looking at everything from a safe distance gives him a clear view of the big picture.
- View More -
Dos : Dos is the most reasonable and sane member of a group of radical extremists who worship technology as their god and are willing to kill anyone to please that god. He seems a bit naive at first, but he is one of the few clever enough to question his leader's immoral intentions and stand up for his own beleifs.
As a companion he is quick and has great stealth capabilities. His cyborg enhancements make him great with silenced weapons and other strategic stealth weapons.
If the player allows it, Dos will join your settlement and start a new, more moderate and sane, Reaver Movement church. He has a strong crush on Karen, and if the player does not pursue her, Dos will start a relationship with Karen.
- View More -
Other Characters -
Teller : Teller takes care of the farm that keeps the main characters safe and fed. He is a hard worker and puts the needs of others before himself and would do anything for his daughter, Karen, and Kaylee.
He is not available as a companion, but he provides information during the quests as well as being able to grow special foods that help the character on the farm in your Fallout 4 settlement.
If I can get the horse animations to work so the player can ride horses, I want Teller to help the player raise horses.
DeDe Ar Ram : DeDe is a Bishop of the Reaver Movement Church and the leader of their forces stationed in the Commonwealth. She is crazy ambitious and has few morals when it comes to experimenting with technology. She can work with the player as long as it is in her best interests, but is not to be trusted and will stab you in the back in a heartbeat if it could gain her favor with her computer gods.
She will be suffering from complications with her cyborg implants, and if the player brings Emma along, she can cure her and gain access to the basement level to access the reactor and fight the first boss to finish the first quest.
During the third quest she is the primary enemy and you must kill her to gain access to the boss stage and rescue Emma.
Gammorin : Gammorin is the Super Mutant overlord of the Midwest. He was born as an experiment of the Super Mutant scientist Erkel, and was the first successful Super Mutant to father a child, though it was only one success over a 20 year time frame. After not being able to control his Super Mutants and them massacring a village under Brotherhood of Steel control, the Brotherhood halted all future development of an FEV sterilization cure.
Gammorin became angry and waged war on the Brotherhood and has been fighting them for over 50 years now. He is an extremely strong and dangerous Muttie. He ambushed the Brotherhood on their way into Boston and ended up killing almost everyone, though he lost his base and all his footing in this part of the country to the Reavers during the process.
During the second quest he is the primary enemy and you must tack him down and end his rebellion once and for all. If you bring Cal, he will finally lose his cool and go all robot berserker on Gammorin and beat him to death with his bare robot hands out of revenge for killing Star Paladin Sierra and the rest of Cal's squad.
Custom Character Models
I personally believe that the charm of a character comes from the details, and I am more than willing to put in the time it takes to make each character unique down to the smallest detail. As both the character artist and writer I have the unique opportunity of having a story and reason behind every single piece I put onto these characters.
So the key is to have each major character be unique down to the very core and then layer them up detail by detail, each layer making them exponentially more unique as each element helps further accentuate the unique base.
*So yes, that means new custom body types for the main characters. But... before you get too excited, no, that does not mean nudy mods and highly sexualized fantasy sloots for you. I am already far along with making non sexualized bodies based off of real world differences in proportions, all of which are wearing the appropriate undergarments.*
Anyways, each character doesn't simply have 'an outfit', but an entire layered set of wardrobe elements that change from day to day. Every day you walk by them you might catch a little or big difference in the way they are dressed.
One day Emma might be wearing her default shorts and a button up shirt, then the next day she is wearing a lavender skirt instead. Then later she will have a RobCo tank top and different shoes, or jeans, or a lab coat, or a different hairstyle... Should
I keep going or do you get the point? Basically just more variety to spice things up and keep you from looking at the same thing for an entire play through of Fallout.
As you progress into the game and have different kind of interactions with these characters, more outfit elements unlock. All behind the scenes of course, and will probably go totally unnoticed... But subtle changes trigger subconscious thoughts and drastically increase immersion, as much as I hate to use that word...
Dynamic Dialogue
One of the most important aspects of this mod is having a dialogue system that keeps the player interested. I personally see npcs as a form of commentator on the way you are playing the game, putting context to the actions you take. I don't see it as a one way street where you just ask them half a dozen questions about their backstory.
I personally find it ridiculous in games when you meet someone and immediately you have 10 different conversation options to have them spill every little detail about their backstory all at once. I look forward to Fallout 4's four choice system, as it will force people to find a better way to tell a story than just a cluster of parallel conversation choices.
I want to reveal my characters over time. A fallout play through lasts a really, really long time, so what is the rush? No need to give you all the information at once and keep you in the dialogue menu so long it breaks the pacing of the game and you no longer remember what you were doing beforehand.
I have structured things as little 1 minute conversations that are just enough to spice things up a bit without distracting you from the actual game. The conversations will build on each other and the actions you take throughout the game. Different branches of the dialogue tree occur as you meet different criteria. That criteria could be a conversation you had with a different, progress you made in the main quest, emotions you brought up in that character during your chats, or a dozen other things...
A more detailed explanation is available on my website.
teambacon.boards.net/thread/21/dynamic-npc-dialogue
Assets
So, what will I be building going forward?
First and foremost I am building the major characters with many different outfit choices and hairstyles. Then I am building outfits and hairstyles that the player and members of the Workshop Settlement can purchase from Kaylee at her shop.
I will also be making new building pieces for the settlements, as well as new features and accessories to add onto what you lovingly build. I will be more specific when I have some time to play around with the creation kit.
I will have two new locations for the 2 major quests. I would like to work with some other modders on these, but I can do it myself if I have to. I really want to focus on doing some real dramatic indoor lighting which is a favorite thing of mine.
And last but not least, power armor. Yes, I will build you new power armor that can be mixed in with your existing pieces. I guess I should have opened with this point and saved myself 2 hours of writing, but you might enjoy the non-power armor parts of my mod as well and not just skip straight to your new toy...
The Setting
The mod starts when you come across a small farm/safehouse at the top of the Boston Bugel Building. This is where the characters *except Dos* have been living for the last little bit. This is just a small Workshop Settlement that you can customize and improve.
Basically, after the destruction of the Brotherhood Rebel faction (you did read the backstory, right?), Teller has been raising the children...[/p]
This Fallout 4 mod will bring new companions, quests, locations, and armors for the primary purpose of enhancing the sense of community and creating a feeling of family within the workshop settlements you build.
Features
- 5 New companions to travel with
- Companions not being used can help develop your settlement with their unique skills
- New building pieces and accessories to bring your settlement to life
- 2 main quests that intertwine into one large mystery plot
- Dialogue that expands throughout the course of the game and won't break the pace by giving you too much all at once
- Characters react to each other as well as the events of the game world
The Goal
Bringing Bacon Back is all about making the player feel like he or she is part of a vibrant and dynamic community inside the game.
The key to this is impact. Not only do I want the player to impact the npcs, but I want the npcs to impact the player as well as the other characters around them. As you progress through the game they are impacted... As you build your settlement, they are impacted... As you interact with the characters around them, they are impacted...
However, that impact is not always easy... These characters aren't meant to be easy! they are complex and take an investment of both time and effort. If you are looking for companions to simply look pretty and follow you around as your little dolls or trophies, this is probably not the mod for you. I can provide you with some links to various slooty mods if that is more your taste, because you won't be getting that here.
The pace of this mod is a small trickle to last over the course of a play through, not a water balloon to the face drowning you in character backstory all at once. You aren't going to be 2 hours into my mod and already having these characters loyal and in love with you, it takes time.
But that time and investment is what will make it feel fulfilling and not shallow. I want you to want to help make a better life for these characters... because you have become attached to them, not because the script tells you that you have to.
Yes, at the core this is still a companion mod, but it is really so much more. Those characters don't live in a bubble and exist only to please you. This is a community. They love each other, they hate each other. They laugh together, cry together, help each other get food. They take care off each other when sick and put up with the annoying little quirks that make each other unique.
I'm sorry players, but you are not the center of their world... It goes on turning with or without you.
That being said, it I haven't scared you away from my mod yet, you can really make an impact on these characters, build them a better world, and become a part of this Wasteland family.
Backstory
I am basing a lot of my mod off of Fallout Tactics lore, in order to explore a relatively untapped part of Fallout history without conflicting with the stories Bethesda writes. I want to be as lore friendly as possible, while the 80 year difference in the timeline between Fallout Tactics and the vastness of the Midwest gives me plenty of room to play around with.
A detailed version of the backstory is available on my website here...
teambacon.boards.net/thread/19/project-overview
...so I will keep this short and too the point. I'm sure by now you have seen by now how much I like to ramble on.
Vault 54 is an experimental Vault build out in the middle of nowhere Kansas. The particular experiment of this Vault was to stick a bunch of farmers with little to no formal education and no computer skills in a Vault loaded with cutting edge technology and no training manuals.
The unexpected happened when a young girl who didn't want to leave her pets behind brought 6 small piglets into the Vault hidden in her coat pockets. In the end, the farmer band together and created an entire underground ecosystem based on simple living and all but ignoring the technology available to them.
Many years later the Vault opened up and formed a small town where they grew radiation free crops and raised radiation free, 100% genetically pure pigs.
The Brotherhood of Steel (The Fallout Tactics faction) discovered this and decided it was a necessity to spread these genetically pure food sources to the entire Wasteland, so they sent a team to take some genetically pure pigs and vegetables to the only place in the Wasteland with the technology to make this happen on a large scale... The Institute in Boston.
On the way, however, their old enemy Gammorin ambushed the squad right outside of the Boston area and killed all of the Brotherhood. Cal and the other robot were immune to the poison gas Gammorin and his super mutants used, and were able to rescue the children but nobody else.
The survivors now live in a small out of the way farm outside of Boston. With no means to get their important cargo to the Institute, it looks like the dream of bringing the rich aroma of freshly cooked bacon back to America was lost forever...
...That is, until you came along.
Timeframe
So, why is this crazy guy putting in all this work when the creation kit isn't even out yet?
Well... most of the work done on a videogame is done outside the game engine / creation kit. This is exponentially more true for a Zbrush artist and writer like myself. The GECK is a tool that lets you assemble lego pieces. My job is to make those lego pieces and have them ready to be built with the day the creation kit is released.
Anyways, enough talk, lets skip to a visual of two different time lines and you can tell me which on you prefer. *Sorry I didn't make a poll for you to vote*
*Insert graphs*
In the first example when someone waits for the GECK, all the 3D modeling, writing, world building, and scripting is all going into place at once.
In the second example, 3D modeling, writing, and voice acting are almost all done and ready by the time Bethesda gives us the GECK.
So voice actors that think they are too good to work on a mod still in progress need not apply here. I'm not going to have my release date pushed back months waiting for you to answer my emails, possibly disappear, and then finally record the dialogue. I expect all voice acting to be finished by January.
The Characters
But before I bore you all with too much logistical jargon, I'll get to why you are all here and introduce you to the important characters.
There are 4 main characters that this mod is centered around, as well as a 5th companion you get during the first quest. There is also one other friendly npc and then the 2 major villains of the quests.
Main Characters -
Karen : Karen is a marvelous cook and was a trained medic during her time as Apprentice Scribe in the Brotherhood of Steel. She is the friendly character of the group but is always looking for more fun to have, though making sure to keep an image of being responsible.
As a companion she can heal the player during his/her journeys, and she is a decent shot with a pistol.
I want allow the player to help her start a restaurant in your Fallout 4 settlement to share the marvelous gift of bacon with the settlers.
- View More -
Kaylee : Kaylee is brave and adventurous, she helps with security and travels to different parts of the Wasteland to trade. She is kindof a bitch and doesn't really get along with people well, but if you get to know her you will realize there is a lot more to her than her abrasive exterior.
As a companion she is a great close to mid range gunner, specializing with a pistol. She has the best endurance out of all the humans and can wear armors that the others can't, eventually learning the ability to use power armor.
Kaylee is looking for her mother's power armor, which if found makes her one of the most powerful companions in the game. She also has personal problems with the other girls that you can help solve and bring the characters closer together, making a lasting impact on the group.
- View More -
Emma : Emma is very smart and good at fixing things. She is the shy one of the group and it takes a while to get to know her, but once you find some common ground to talk about she won't shut up.
As a companion she can repair weapons and armor, set traps such as proximity mines, and she can pick locks or hack computers. I wouldn't recommend giving her any big guns, especially rocket launchers, she might blow you up as well...
I want to allow the player to help Emma start a radio station broadcasting from your Fallout 4 settlement, where you can bring back records you find in your travels to share with the entire wasteland.
- View More -
Cal : Cal is a clever robot with incredible sniper skills and is just in general good at blowing things up. He is kind of a sarcastic jerk, but beneath his smartass personality he is one of the most helpful, loyal, and non-judgmental people... I mean robots... you will ever meet.
As a companion he is a force of destruction with a sniper rifle or heavy weapons or pretty much anything. He is basically a robot killing machine that will always have your back.
I want to create a mission where Cal joins the Brotherhood of Steel in Boston and the player can help him pass the initiation tests. Cal is also around to give the player advice on characters he/she is trying to pursue a romantic relationship with. For a robot, he knows an awful lot about human social patterns, I guess looking at everything from a safe distance gives him a clear view of the big picture.
- View More -
Dos : Dos is the most reasonable and sane member of a group of radical extremists who worship technology as their god and are willing to kill anyone to please that god. He seems a bit naive at first, but he is one of the few clever enough to question his leader's immoral intentions and stand up for his own beleifs.
As a companion he is quick and has great stealth capabilities. His cyborg enhancements make him great with silenced weapons and other strategic stealth weapons.
If the player allows it, Dos will join your settlement and start a new, more moderate and sane, Reaver Movement church. He has a strong crush on Karen, and if the player does not pursue her, Dos will start a relationship with Karen.
- View More -
Other Characters -
Teller : Teller takes care of the farm that keeps the main characters safe and fed. He is a hard worker and puts the needs of others before himself and would do anything for his daughter, Karen, and Kaylee.
He is not available as a companion, but he provides information during the quests as well as being able to grow special foods that help the character on the farm in your Fallout 4 settlement.
If I can get the horse animations to work so the player can ride horses, I want Teller to help the player raise horses.
DeDe Ar Ram : DeDe is a Bishop of the Reaver Movement Church and the leader of their forces stationed in the Commonwealth. She is crazy ambitious and has few morals when it comes to experimenting with technology. She can work with the player as long as it is in her best interests, but is not to be trusted and will stab you in the back in a heartbeat if it could gain her favor with her computer gods.
She will be suffering from complications with her cyborg implants, and if the player brings Emma along, she can cure her and gain access to the basement level to access the reactor and fight the first boss to finish the first quest.
During the third quest she is the primary enemy and you must kill her to gain access to the boss stage and rescue Emma.
Gammorin : Gammorin is the Super Mutant overlord of the Midwest. He was born as an experiment of the Super Mutant scientist Erkel, and was the first successful Super Mutant to father a child, though it was only one success over a 20 year time frame. After not being able to control his Super Mutants and them massacring a village under Brotherhood of Steel control, the Brotherhood halted all future development of an FEV sterilization cure.
Gammorin became angry and waged war on the Brotherhood and has been fighting them for over 50 years now. He is an extremely strong and dangerous Muttie. He ambushed the Brotherhood on their way into Boston and ended up killing almost everyone, though he lost his base and all his footing in this part of the country to the Reavers during the process.
During the second quest he is the primary enemy and you must tack him down and end his rebellion once and for all. If you bring Cal, he will finally lose his cool and go all robot berserker on Gammorin and beat him to death with his bare robot hands out of revenge for killing Star Paladin Sierra and the rest of Cal's squad.
Custom Character Models
I personally believe that the charm of a character comes from the details, and I am more than willing to put in the time it takes to make each character unique down to the smallest detail. As both the character artist and writer I have the unique opportunity of having a story and reason behind every single piece I put onto these characters.
So the key is to have each major character be unique down to the very core and then layer them up detail by detail, each layer making them exponentially more unique as each element helps further accentuate the unique base.
*So yes, that means new custom body types for the main characters. But... before you get too excited, no, that does not mean nudy mods and highly sexualized fantasy sloots for you. I am already far along with making non sexualized bodies based off of real world differences in proportions, all of which are wearing the appropriate undergarments.*
Anyways, each character doesn't simply have 'an outfit', but an entire layered set of wardrobe elements that change from day to day. Every day you walk by them you might catch a little or big difference in the way they are dressed.
One day Emma might be wearing her default shorts and a button up shirt, then the next day she is wearing a lavender skirt instead. Then later she will have a RobCo tank top and different shoes, or jeans, or a lab coat, or a different hairstyle... Should
I keep going or do you get the point? Basically just more variety to spice things up and keep you from looking at the same thing for an entire play through of Fallout.
As you progress into the game and have different kind of interactions with these characters, more outfit elements unlock. All behind the scenes of course, and will probably go totally unnoticed... But subtle changes trigger subconscious thoughts and drastically increase immersion, as much as I hate to use that word...
Dynamic Dialogue
One of the most important aspects of this mod is having a dialogue system that keeps the player interested. I personally see npcs as a form of commentator on the way you are playing the game, putting context to the actions you take. I don't see it as a one way street where you just ask them half a dozen questions about their backstory.
I personally find it ridiculous in games when you meet someone and immediately you have 10 different conversation options to have them spill every little detail about their backstory all at once. I look forward to Fallout 4's four choice system, as it will force people to find a better way to tell a story than just a cluster of parallel conversation choices.
I want to reveal my characters over time. A fallout play through lasts a really, really long time, so what is the rush? No need to give you all the information at once and keep you in the dialogue menu so long it breaks the pacing of the game and you no longer remember what you were doing beforehand.
I have structured things as little 1 minute conversations that are just enough to spice things up a bit without distracting you from the actual game. The conversations will build on each other and the actions you take throughout the game. Different branches of the dialogue tree occur as you meet different criteria. That criteria could be a conversation you had with a different, progress you made in the main quest, emotions you brought up in that character during your chats, or a dozen other things...
A more detailed explanation is available on my website.
teambacon.boards.net/thread/21/dynamic-npc-dialogue
Assets
So, what will I be building going forward?
First and foremost I am building the major characters with many different outfit choices and hairstyles. Then I am building outfits and hairstyles that the player and members of the Workshop Settlement can purchase from Kaylee at her shop.
I will also be making new building pieces for the settlements, as well as new features and accessories to add onto what you lovingly build. I will be more specific when I have some time to play around with the creation kit.
I will have two new locations for the 2 major quests. I would like to work with some other modders on these, but I can do it myself if I have to. I really want to focus on doing some real dramatic indoor lighting which is a favorite thing of mine.
And last but not least, power armor. Yes, I will build you new power armor that can be mixed in with your existing pieces. I guess I should have opened with this point and saved myself 2 hours of writing, but you might enjoy the non-power armor parts of my mod as well and not just skip straight to your new toy...
The Setting
The mod starts when you come across a small farm/safehouse at the top of the Boston Bugel Building. This is where the characters *except Dos* have been living for the last little bit. This is just a small Workshop Settlement that you can customize and improve.
Basically, after the destruction of the Brotherhood Rebel faction (you did read the backstory, right?), Teller has been raising the children...[/p]
I'll finish this later... I'm tired...