Fallout 4 Quest Mods Reddit
Not sure how you really answer 'Where are all the quest mods?' without first addressing: 1) What does it take to make a Fallout 4 quest mod?, and 2) Are people willing to do that?
So...
Fallout 4 Quest Guide
1) What does it take to make a quest mod for Fallout 4?
- If it's a large one, several hundred hours. Keep in mind you're not getting paid, and you probably have a day job. So you're going to spend 2-3 hours of spare time per day for 4-6 months making a mod instead of spending that time watching TV, playing video games, or heaven forbid, doing something not involving a screen.
- The mod development hours are mostly spent on tasks like navmeshing, copy/pasting, lighting, audio editing, lip sync, reworking NPC and player vanilla dialogue into new conversations, creating material swaps, retexturing, altering meshes, building world spaces, customizing A.I. packages, creating leveled lists, making factions, double-checking quest conditions and aliases, building fail-safes, testing for mod conflicts, scripting, learning that you often don't even know what you don't know, trying to make the game do something it wasn't meant to do, play-testing, scrapping stuff you've spent hours on, then scrapping the replacement, rewriting it, etc.
The Metro - German Translation. Sanguinaire brings the world of vampirism to Fallout 4 in the form of a mutated disease. Sound effects were exported from Skyrim, but the code has been written from scratch in order to create a fully functional add-on to Fallout 4.
- The actual mod development work, being methodical and tedious day in day out, differs significantly from the perception of the work, i.e. 'here's my brilliant and creative idea, presto, now it's a quest mod'. The mod you end up with will probably be different than what you initially set out to make. Especially with Fallout 4, where the voiced protagonist and dialogue wheel severely limit your options for storytelling, and your idea ultimately takes a back seat to the available vanilla dialogue.
- When you release your quest mod, if you plan to support it, you should be prepared to encounter, in order of frequency: users who will ask you the same question up to a dozen times even though it's covered in bold at the top of the mod page, weird and/or off topic stuff, valid questions, compliments, valuable feedback, harmless trolls, and, if the mod makes it onto the radar of Reddit or YouTube, then potentially: angry trolls, (literal) children, stalkers, and death threats.
Sarah Lyons and a quest mod (bring her back to life) - posted in Fallout 4 Mod Requests: Someone posted on Reddit about how its weird Bethesda killed her off with one holotape. I agree and Ive kinda had this idea for awhile. So I've installed loads of mods and have now discovered Horizon and am interesting in trying it, but it mentions that it could be incompatible with various different things, so I'm wondering if you guys can tell me if any of my mods would not be compatible with it. 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCWorkshop01.esm 3 3 DLCCoast.esm 4 4 DLCWorkshop02.esm 5 5 DLCWorkshop03.esm 6 6.
2) Is anyone willing to make these types of mods for Fallout 4 going forward?
A few, but not many, as they're folks who for whatever reason tolerate or enjoy doing tedious stuff on a day-to-day basis, and who have spent the time to learn the basics of all the skills listed above.
Re: 'DLC mod teams that are making huge mods', hopefully some of those work out, and kudos to teams like Enderal, Beyond Skyrim, Northern Springs, and Fallout New California who have released large projects. But if you want to be realistic as a mod user, most of these projects that seem to get announced every week are effectively Discord Servers where someone gets to see 'Project Lead' next to their name on a collection of ideas that will never amount to anything more than vaporware. 'Here's my partially thought-out vision, I'm going to recruit people to build it for me. I'm more of an ideas guy.'
Versus if someone says 'Here's a new quest project in the works, here's the progress that has been made, here's what is playable right now, and here's what's left to do. The project doesn't need you at all in order to finish, but if you want to help, here are the areas that could use some assistance.'
Not as many examples in the second category, and 'More quest mods' ultimately starts with you: getting down and dirty in Creation Kit. For aspiring quest modders who are open to doing or learning most things themselves, and can be realistic and patient about implementation, help with the technical stuff is there, and Seddon4494's YouTube Tutorials on Fallout 4 Creation Kit are a great place to start.