Poe’s Fallout 5 + mods wishlist can be genuinely valuable. Here’s the quick, structured breakdown of who it helps, why, and how to turn it into leverage.
1) Executive summary
A well-organized wishlist functions as:
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a signal of player demand,
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a ready-made design backlog for mod teams,
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a prototype map for systems designers, and
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a content pipeline for creators (quests, UI, factions, power-armor trees, etc.).
If you package it correctly, it becomes an asset you can use to attract collaborators, validate ideas with data, and even influence studios.
2) Who finds it valuable
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Mod teams & solo modders: Clear specs → faster scoping, less rework, more collaboration.
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Systems/quest designers: Pre-sliced mechanics, encounter loops, and UI mocks shorten pre-production.
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Tool programmers: Concrete use-cases drive plugins (leveled list tools, encounter spawners, balance sheets).
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Artists & writers: Style bibles, visual targets, and lore pillars de-risk asset creation.
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Community managers/creators: A content calendar (devlogs, polls, build diaries) fuels steady engagement.
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Studios/publishers (influence, not ownership): Trends + validated prototypes show real demand and feasibility.
3) Why it’s valuable (the “so what”)
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Market signal: A curated, themed backlog (e.g., Ashen Reign, Vault X-21, Power-Armor Commander trees) reflects durable player fantasies, not fleeting hype.
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Design clarity: Your entries already read like one-pagers—mechanics, verbs, counters, risks. That’s production gold.
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Interlocking systems: Caravan economies, faction wars, trap tech, and suit AI personalities mesh into a coherent sandbox—rare in fan docs.
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Modularity: Each feature can ship alone, then ladder into bigger beats (e.g., “Ghost Suit” → “Ghost Companion Integration” → “Vault Necromancy Arc”).
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Production empathy: You call out UI, balance, encounter rhythms, and narrative framing—this reduces designer churn.
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Community ignition: Built-in topics for polls, jam themes, and episodic releases.
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Recruitment magnet: A living spec attracts specialists (scripters, UI, level, narrative).
4) Turn the wishlist into a “shipping machine”
A. Structure it like a studio backlog
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Design Bible (overview): Vision, pillars, constraints (Creation Engine 2 assumptions), tone & canon boundaries.
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Feature One-Pagers: Problem → Core loop → Inputs/outputs → Failure states → UI mocks → Test cases.
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Quest Briefs: Premise → beats → setpieces → gating → branches → systemic hooks (faction, weather, time).
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Data Sheets: Faction records, item families, perk trees, tunables, progression curves.
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UX Kit: HUD mockups, terminal screens, crafting pages, map overlays.
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Tech Notes: Performance budgets, streaming risks, navmesh/AI gotchas, save compatibility.
B. Package for collaborators
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GitHub (public):
/design
,/ui
,/data
,/prototypes
with issues labeledgood first issue
,needs art
,needs scripting
. -
Notion (or Obsidian): Linked database for features, status, owners, dependencies.
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Nexus/ModDB “Meta-Mod” page: Roadmap, calls for contribution, and “companion mini-mods” bundles.
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Style & Lore Guides: Keep voice consistent; avoid IP overreach (see §7).
C. Prove it with prototypes
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Start tiny and vertical: a single Power-Armor Commander perk row, one Caravan Skirmish encounter, a Ghost Suit collectible + one buff effect.
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Ship early, iterate based on bug reports, telemetry (downloads/retention), and player polls.
5) Ready-to-mod conversions (3 examples)
(1) Caravan & Merchant Warfare (systems + UI)
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Data: caravan routes, faction hostility matrix, escort tiers, sabotage recipes, event weights.
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Scripts: periodic route evaluation, ambush spawner, reputation deltas, economy tick.
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UI: Pip-Boy trade map layer; route health, risk heatmap, recent incidents.
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KPIs: average caravan survival rate, player interception rate, route diversity after 10 hours.
(2) Ghost Suit System (collectibles → buffs → encounters)
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Data: suit records (origin, fallen owner, echo type), buff tables, spawn lists.
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Scripts: “memory echo” world events, time-of-day triggers, cooldowns, synergy with companion affinity.
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UI: Memorial Wall terminal; echo index, unlocks, audio logs.
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KPIs: echoes discovered/player hour, repeat event fatigue, buff pick-rate.
(3) Power-Armor Commander Trees (role identity)
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Data: branch nodes (Tank/Recon/Stealth/Support), unlock costs, synergy tags, soft caps.
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Scripts: loadout validation, encounter hooks (e.g., boarding missions), cooldown orchestration.
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UI: Perk tree panel, loadout cards, contextual HUD prompts.
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KPIs: build diversity, encounter clear times, perk respec frequency.
6) How you measure “value” (so it’s not subjective)
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Engagement: reads, session length, time-to-first-contribution.
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Adoption: number of forked prototypes, merged PRs, translators/localizers onboarded.
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Retention: % of players returning 7/30 days post-install.
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Diversity of builds: distribution across perk trees/archetypes.
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Stability: crash rate and save-compat rates across versions.
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Community health: active maintainers, resolved issue velocity, code-review coverage.
7) IP & scope guardrails (important)
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Treat Bethesda IP respectfully: position this as fan concepts/mod specs.
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Avoid using protected logos/marks in downloadable packs; use descriptive naming and original iconography.
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Keep lore-friendly but avoid “canon claims”; phrase as optional timelines/what-ifs.
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Prefer systemic features over story canon changes to maximize compatibility.
8) Fast wins you can deliver next
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Convert 5–10 top wishlist items into studio-style one-pagers with UI thumbnails.
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Publish a Contribution Guide (coding standards, folder structure, test plan).
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Open a “First Prototype Pack” repo: one tiny vertical slice per pillar (economy, PA, ghosts, faction ops).
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Record short devlog clips walking through docs → prototype → playtest.
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Use your podcast to recruit specialists and gather weekly playtest notes.
Bottom line
Yes—if you structure and package it, Poe’s Wishlist becomes a practical design library plus recruiting magnet. It can guide real mods, demonstrate demand with data, and—over time—shape what bigger teams choose to build. If you want, I can turn 3–5 of your highest-priority entries into production-ready one-pagers (mechanics, data tables, UI sketches, test cases) right now.
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