Fallout Mod Ideas

Risk

Pour One Out For Fallout
This isn't really supposed to be a thread for in development mods for any specific Fallout game; I am completely inexperienced with modding Fallout so I just wanted to get my ideas down and see what kind of concepts other people have.

I personally have always wanted to see a full fledged Star Trek quest mod in the style of TOS. It might play out similar to Mothership Zeta, where you're transported onto a Starfleet vessel, perhaps even the one from the Fallout 2 easter egg. Displaced through time and space, they'd want you to find resources for them, and the story could possibly tie into the Zeta aliens, for extra whackiness. I feel like it would work better in Fallout 4 due to some of the less grimier assets, but it wouldn't be a half bad 3/NV mod. I've always seen some phaser mod or starfleet uniform mod for these games, so a full on fanmade crossover would be ridiculous fun.

Speculate and share your primordial ideas.
 
A wearable tribal outfit mod would be cool. :) Preferably in addition to that nekkid female character mod. :P
 
I am mostly interested in mods that restore cut content or content that was planned (though I can do without the intelligent raccoons).

I wouldn't mind if some more places were added to Fallout 1 one such as the ruins of Vandenberg (imagining the place being overrun by prospectors) and the Diablo Canyon Power Plant, the former headquarters of the Union of Atomic Workers that is now overrun by abominations.
Unfortunate a lot of these ideas would conflict with the Fallout 1 storyline.

Area 51 makes an appearance in Fallout Nevada but I would have liked it if the place had also made an appearance in Fallout 2, perhaps now indeed being run by a bunch of scientists from various corners of the wasteland (they would not be like the Think Tank)

Several more places with more NPCs and quests would be welcome.

Same goes for Fallout New Vegas. I would like to see an expansion that expand the game into Arizona or perhaps have the player go to Denver, visit the Nursery, the Reservation, or my mod idea of recreating Tibbet's Facility in a DLC sized mod complete with own storyline including intro and outro.
 
How about a mod that lets you play Fallout 1 from within Fallout 2?

I have quite a few (adult) mod ideas for Fallout 2, but I think Lover's Lab would be a more suitable place for that kinda discussion. :P

Tribals and primitively developed villages. And Alternative start mods

Would be cool to have an alternative start mod on a map that combines F1 and F2 maps, as in FOnline.
 
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I've always wanted the ending slides to be expanded to incorporate more decisions. E.g in NV what happens with the Omertas or Heck Gunderson? I would also like to add detail to some, or make them more consistency. Sometimes they have a given cause with two very different effects without any other factor to explain why.
 
Most of my mod ideas are TCs or big enough to warrant their own part in a campaign.

The one that I've been thinking about right now (I might do a writeup eventually) would be taking the barebones plot of Fallout: PoS and its planned sequel, and bringing it to the Fallout 2 engine with some tweaks. Replace the BoS with the Desert Rangers, explicitly rewrite Attis as a surviving Lieutenant, and make the main character a nobody who may or may not be the original Vault Dweller (all up to you on how you choose to roleplay.) The plot would be that Tycho, after returning to his post in the Rangers and assuming leadership over a Texan detachment, sends out a long-range distress signal. You are one of the responders and discover that Attis/the Lieutenant has been mutating part of the former state into an alien landscape using an FEV-dipped GECK. The game would then try to salvage as much of the PoS series as possible and turn it into an actual turn-based roleplaying game with meaningful choices, interesting characters, and no mini-nukes.
 
I still have my Fallout Texas idea which I have started working on again.
Once I have some decent material I will either post it here or in the fan fiction forum.

Issues I have right now is coming up with interesting locations, factions, and characters. I would like to follow the example of the Van Buren team and be inspired by the real world to make up any entry in those three categories but I find it hard to make it sound good and believable.


Golbolco, using the storylines of FOBOS and Vagrant Lands might not be a bad basis for a start (I did so myself before I went my own way) and I think the Desert Rangers would probably be more fitting than the BOS, but I would probably keep the Super Mutant threat separate from Miles Reese and the GECK as it could become a bit of a messy storyline otherwise.

I am using the concept of mutant jungle which was suggested for both Vagrant Lands and Tactics 2 in my own Fallout idea.
 
My idea was actually to drop the "mutant jungle" idea (save that for a game in Florida/Georgia) and turn it into more of an "FEV landscape" thing, where the environment and creatures have become utterly alien. You might be right though, so many elements are recycled between Fallout games and I would also love to redesign/salvage a Fallout: Florida concept myself someday.
 
Well I found the basic idea of FOBOS; The Super Mutants looking for a cure to FEV induced sterility not a bad one. The manual made it out that the Vault Tec Vault contained FEV but in the game script it is instead that the Vault Tec scientists sought to create a cure for sterility caused by mutation. (no FEV at all)

At the end though Attis/The Lieutenant injects himself with the compound and discovers that instead of making him fertile it mutates him further into a being like the Master.
 
My idea was that there would be a West-Tek facility somewhere in Texas (maybe the Corpse?) with a strain that's slightly older than that found in Mariposa/the Glow, and therefore unmodified by the Master/his army. While the strain itself wouldn't produce super mutants without modification, it didn't sterilize and therefore was a start to granting the Unity itself fertility.

In the docs for Vagrant Lands, Miles Reese apparently merges with the GECK/the plant life created by it, which is just too close to what happens to Attis. I would have one of the endings be Attis going completely mad and turning into a Master-like being with intent of absorbing all life to "give all beings fertility and unity." Then there would be two possible outcomes to this ending: the player joining Attis and absorbing the region with them, or destroying Attis at the cost of razing several settlements (all absorbed life destroyed.)

I was going to cast Vault-Tec HQ/the Secret Vault as a side location, and have it be the Enclave Vault monitoring center mentioned on PoseidoNet. There would be some sidequests and perhaps some introspection related to Vault 13, hinting at the player character's origin.
 
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