This is an awesome idea! Obviously it would be very difficult, but so very cool. One solution I thought of for Three Dog is that he's retired and someone else took over GNR. It'd be great if it was, for instance, his kid, but I don't know that a 10 year old would work as a radio personality.
9 Years Later Modding
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				Senterpat
 - Posts: 239
 - Joined: Thu Feb 21, 2013 5:37 am
 
These ideas are all really
These ideas are all really neat, but not what I meant originally. I was talking about incorporating the fact that the 9YL exists into any mod you have. For example, if you make a quest mod, and the quest takes 9 years to finish, the quest giver should at least comment on that. Simple things like that could add alot to the experience IMO. If you have a mod, and can't think of a way to add in a 9yl change, this would be a good place to talk about it. If you make a dungeon pack, make it so some of the cells are inaccessable til 9yl. These can also encourage the player to try and complete more quests in DC, so the changes can be seen.
Anyways, other 9yl mods would also be welcome, it offers a rare chance unique to other games like fable, where the players actions in the past effect the late game.
- EnderDragonFire
 - Posts: 370
 - Joined: Sat Feb 01, 2014 6:50 pm
 
I was already planning to do
I was already planning to do a mod like this for vegetation. If the player did things right, such as expand oasis and complete project purity without FEV, the wasteland should be nice and green after a decade.
Also considered doing one to age npcs, but because I prefer low-impact mods, I would not likely kill anyone off. This is definitely a good concept and I hope that it goes somewhere.
(I would retire Simms though, if he is not dead already, and make his son sheriff of Megaton)
"Who are you, who do not know your history?"
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				TJ
 - Posts: 2181
 - Joined: Mon Sep 17, 2012 1:06 pm
 
I've always said more time /
I've always said more time / day / date based content is sorely lacking in Beth games. We have the tools, and with TTW we have a damn good reason to do it.
My project Dash is on Kickstarter!
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				Adonis VII
 - Posts: 155
 - Joined: Mon Jan 05, 2015 4:50 am
 
I was going through Fallout 3
I was going through Fallout 3 mods and came across this one, Pure water http://www.nexusmods.com/fallout3/mods/2599/? It makes the water extremely clear and blue. It think a subtle change like this would be cool. After all those years much of the Potomac could finally be filtered. Perhaps asking OpticShooter or someone to use the assets of one of the main Skyrim water mods for more up to date quality.
- Puppettron
 - Gary
 - Posts: 1715
 - Joined: Sat Nov 23, 2013 10:47 pm
 
yeah, i'm really regretting
yeah, i'm really regretting mentioning CW changes as complete mod ideas for 9YL in the op, it's thrown so much of this thread off-point.
- leafonthewind
 - Posts: 63
 - Joined: Mon Jan 12, 2015 6:32 am
 - Location: United States
 
Adonis VII wrote:
[quote=Adonis VII]
I was going through Fallout 3 mods and came across this one, Pure water http://www.nexusmods.com/fallout3/mods/2599/? It makes the water extremely clear and blue. It think a subtle change like this would be cool. After all those years much of the Potomac could finally be filtered. Perhaps asking OpticShooter or someone to use the assets of one of the main Skyrim water mods for more up to date quality.
[/quote]
I was thinking the other day that it would be neat if the changes from this mod were scripted to occur a set number if days after the water filter is working. I am not sure of the level of scripting that would be required for this (if it is at all possible), but I would assume that one could set the Potomac to use a different water preset based on whether or not the quest had been completed. Possibly settings close to those used in this mod (as it doesn't seem to actually change textures, it just adjusts the water properties as far as I can tell). Anyone with any experience in the matter, feel free to correct me if I am mistaken.
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				Iainmore
 - Posts: 19
 - Joined: Tue Sep 30, 2014 8:06 pm
 - Location: Scotland
 
Squatters have taken over all
Squatters have taken over all my houses! Nova marries Jericho! You end up being hunted by al those boys you called Sue since you went daft with the opposite sex. DC has has a new gang who are dedicated to the one true God - Johnny Cash. Who started this?
- Puppettron
 - Gary
 - Posts: 1715
 - Joined: Sat Nov 23, 2013 10:47 pm
 
joke's on jericho, nova's
joke's on jericho, nova's love is a burning thing. cause it's herpes.
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				Trm8r
 - Posts: 142
 - Joined: Sat Sep 22, 2012 12:49 pm
 
EnderDragonFire wrote:
[quote=EnderDragonFire]
I was already planning to do a mod like this for vegetation. If the player did things right, such as expand oasis and complete project purity without FEV, the wasteland should be nice and green after a decade.
[/quote]
I want to see a working GECK, or at least the effects of it. I've got it figured like this.
Fawkes is smart, not locked in his room, others locked out. Not only was Braun a sociopath but a liar. The GECK works and the Enclave got a suitcase of dirty underwear. So Fawkes swaps the GECK out and activates it after the Lone Wander leaves for Vegas.
Ideally I'd want the player to use the GECK, but what in the world would it look like? Nano-bots, Von Neumann machines, Galadriels magic dust? How large of an area? Would it be a radius, like an explosion, or prevailing winds?
Well, just dream, but 4 games and no GECK.