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Anyone intersted in a classic Fallout mod ?


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Posted

Basically, FO3/NV skip the use of most items/weapons/armor from Fallout/Fallout2 (albeit Obsidian did a much better job, but they had some of the people that MADE the first fallout games).

 

What I propose is this, if anyone is intersted:

We take ALL of the missing items/weapons/armor from Fallout and Fallout2 and put them into FO3/NV.

 

If the function of an item had been changed, it goes back to what it should be.

 

If the model is just absolute crap, re-do it (or use a better model) and re-write the stock version as an alternate type.

 

Basically, make Fallout3 LOOK like Fallout.

 

 

Anyone interested ?

Guest Loogie
Posted

I set it up so the BoS in NV uses T-51b and Brotherhood combat armor. If anyone wants to use the resources to fix Fallout 3's BoS and is willing to take the slight risk of distributing a NV resource in a F3 mod, they can go ahead.

 

My opinion is Fallout 3 is beyond saving without dialog and story that isn't shit.

Posted

I don't think the story is really bad. I just think it's mostly impossible to work with. I guess you could add some interesting sex scenes with eulogy and his slavers. Possibly some stuff with the other slavers to the NE. But it really doesn't lend itself to a number of obvious sex mods like FNV. In addition, there are sex mods already available.

Guest Loogie
Posted

I'm not talking about sex, I'm talking about a story with plotholes you can drive tractor-trailers through and such witty dialog as,

 

"'Stand back, foul beast!' Does that sound knightly? I want to sound knightly because we're a knightly order!"

Posted

I sorta agree Loogie.

 

Bethesda decided that since they're so busy fucking up the Elder Scrolls series, they should branch out and retard other classic RPG's at the same time.

 

That said, it IS savable, just not that easily. (and the main quest would need not a lobotomy but rather a transplant)

 

Saving it would require, in essence, wiping the majority of dialouge and starting over.

 

On the other hand, one of the mainstays of the Fallout series was TEXT dialouge.

Simply put if someone finds reading hard, they're likely too stupid and/or click-bang addicted to play a RPG and need a FPS. In that regard, stripping the voice dialouge that's so shitty and using plain text (and a silent voice system) would not really be an issue at all, along with of course having actual dialogue trees like FO/FO2, and only voicing ambient NPC chatter (or insisting subtitles be kept on so people see it) and important NPCs, while also using text to voice software, Vault 101 Revisited is a GREAT example of good use of this text to voice software.

 

Also would be neat to, if possible, have floating text above NPCs, so if they say ambient dialouge or speak out of dialouge, the text floats above their head (with the color depending on the mood, angry happy etc)

 

Past that, I'd say also re-build vault 101 so there are no permanently locked doors and rooms that are unconnected to the rest of the vault.

 

Now for saving the plot, etc, you would have to do a compleate and total redo of the story, as well I'd say as having some of the items introduced with the game and it's expansions removed (IE: the FO3 enclave armor looks more like the BOS armor in Fallout Craptics, so use the Advanced power armor from FO2 instead. Unless of course the Enclave is totally removed from the game, considering that they were kinda wiped out in FO2 and their inclusion as a major force in FO3 is sorta a big fuck you to the pre-bethesda FO fans.... of course all of FO3 is that)

 

But as for this idea, I'd say keep it simple.

 

Start with just items and do story stuff later, becasue if you try to go too detailed there would be so much work to do, the least of which would be how for EVERY fucking community in FO3 it appears to be fucking impossible to sustain a population for any length of time.

 

Megaton: no farms or anything. Is built from junk, but has a water plant (lol wut). Has no farms, but they have food ? List goes on for them, and you get the impression that the town would die off within a few years regardless.

If I overhauled megaton I would make it more like Junktown or Shady Sands and give it a bit more size inside the walls, with some farms both inside and outside the walls, as well as generally giving it SOME basic industry or something.

 

Actually, ALL locations need industry and farming and shit. In both FO/FO2 you see a LOT Of rebuilding going on, such as the guy in Adytum that refills spent brass with powder he made and bullets he cast himself, or of course the Gun Runners and their whole ability to make stuff, plus as well you have farming in multiple places, and it's actually considered important, and not just there as a minor visual element.

Also, all locations, since they'd have things like farms on the outskirts, would also get guard patrols as well

 

Tenpenny Tower: Simply put, no way at all for them to survive unless the place had a massive stockpile of food/water from before the war. It's just a 'lol evil rich snobs be here' location.

I'd say redo it as either a rich badguy retirement home (IE: slavers/raiders/mercs that did really good in buisness AND saved up) or as something else such as a settlement that was set up when the building was discovered to be intact, have it so Tenpenny sets it up as a safe location to live, complete with farms just outside it, then seperate the residents into several distinct types: The old residents, the people that moved in when Tenpenny was just getting the place set up, the new residents that simply bought their way in recently, and new residents that have a useful skill or are there to be exploited, with several floors for each group's residences, with many of the NPCs working outside during the day.

 

 

DC ruins: the whole 'travel thru the subways because overland is blocked' is fucking retarded, and simply a case of bethesda wanting seperate worldspaces. Unfuck the ruins by adding multiple overland routes, not many nessacarially, but some, as well as adding some super mutant NPC patrols that ENTER the DC area (How the fuck hells do the mutants respawn so quickly).

Past that, redo it so what areas of people in DC there are make more sense, IE: have a few inhabited buildings around Dukovs place, with snipers on the roofs or something.

 

Rivet City: unless I've missed it, we never actually SEE the hydroponic farms OR the lower decks. Expand the city in that direction, as well as having it get a decent sized manufacturing capacity, IE: they use what survived of the carriers machine shop to fabricate items (IE: guns, gun parts, armor, etc) Give it a pretty large population, seperated into 2-3 extra areas, since using a FO analogy Megaton is Junktown and Rivet City is The Hub. Also, have Rivet City make metal armors and use that primarily since they have so much metal they can recycle (plus of course scavs bringing metal in from the ruins). Also have most of the guards use it as well instead of combat armor.

 

Speaking of that FO analogy, caravans.

 

They die too easily, and carry to little.

 

Seperate the caravans into catagories

-named/unamed caravans.

Named have a named merchant leading it.

Unnamed are generic.

-small/large.

A large caravan would be at least one if not 2-3 Brahman pulling a old truck bed as a cart, or some type of large container on wheels. Have these be heavily guarded and containing major shipments and trade on a city/faction level. Also have them much less frequent (IE: leave their home town then return once a month)

A small caravan would be like we have now, roving merchants that move from town to town (but also have their routes changed too, they stay in each town for a few days before moving and have a weekly or several week long schedule they follow from town to town.

 

Well I wont go into more detail, suffice it to say a total overhaul would be a massive effort that'd have to be done a town at a time, then partially redone each time you complete a major update for continuity, etc.

 

That said, doing a simple mod adding items wouldn't be that hard since the items all had inventory pictures that were halfway detailed and would make recreating the items pretty easy, and such a mod could be done in stages as well.

 

I'd say seperate it into the following stages

 

Stage 0- Prices. In FO2 for example power armor costs (if I remember right) around 30,000 coin. Start by redoing prices so the better stuff is EXPENSEVE as fuck like it should be. Have price replace level scaling. Makes no sense if you get a lot of cash you still cant buy shit until you level up, either they have the shit or they don't.

Stage 1- Items that have allready been made for other mods (IE: FWE adds many classic weapon/armor models). Get premessions, and add these, altering them as needed (IE: classic plasma rifle should be held like a minigun instead of like a rifle like in FWE).

Stage 2- redo existing items from FO/FO2 to look like they should. IE: redo combat armor to actually LOOK like combat armor (then rename the stock armor, prehaps as police riot gear) Ditto metal armor, too.

Stage 3- start making items that are not ingame anymore, this may be seperated into multiple releases.

Stage 4- When it's ALL done, take all of the stats/prices, and start over and reevaluate them for balance.

 

Also, along the way, it would also be nessacary to re-do ammo to match traditonal FO ammo's as needed.

 

Past that, prehaps have variants of weapons as well (IE: once the AK-112 is readded, have a version with a scope, as well as one with an expanded magazine)

 

Having the classic items, re-purposing the stock ones, and it'd add a lot to the varriety. Some stock models are so shitty they should just be removed (IE: super sledge should be replaced with the classic model, and restrict THAT to the BOS since it was traditionally a BOS manufactured item, or the powerfist with the classic gauntlet looking one)

 

As for sex aspects, yeah I agree loogie. Besides such a mod would not be focused on sex (unless we add the inflatable sex doll from FO2 :P )

Posted

Yeah, I would forget Fallout 3, its just beyond redemption and its best to just pretend it never happened. Plus, most players are playing FNV right now, so it would be a lot of work for little pay-off.

 

I would recommend Fallout Classic mod on the nexus, which re-instates all the classic weaponry (and ammo) into FNV, it can even be used with project nevada too.

Posted

Well my PC cant handle NV, so Im stuck with the third FO spinoff.

 

Actually I think NV and FO3 got titles mixed up, NV should have been FO3 Obsidion heavily used elements from the canceled interplay FO3 (the final one, I should say, Interplay canceled FO3 like three times), of course that was likely becasue some of Obsidian's staff had worked on that canceld game (as well as the first two)

Posted

Strange, you should be able to play FNV if you play FO3, it's the same engine. I used my old machine to play both without problems, although on low settings.

 

Yeah, I think FNV is a lot closer to the lore and what makes Fallout fallout than FO3 ever was. It was clearly done by a bunch of people who either did not know or had no interest of knowing what made the first two games what they were.

Posted

I had some of the same problems with FO3 that I did with oblivion, I had to delete the music folder to get the controls to not lock up every five minutes, yeah the old codec bug.

 

I Just put that off at Bethesda being fucking incompetent.

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