Fallout Restoration project map changes

Discussion in 'Fallout General Modding' started by Nineeva, Mar 23, 2017.

  1. Nineeva

    Nineeva First time out of the vault

    Aug 20, 2009
    Years ago I made some big changes to the maps to make them feel more life like adding a lot more buildings and other bits to make the settlements feel like they are a bit more realistic (i.e. feel like a town rather than a place with only 12 people in it!).

    It should be 100% compatible with the latest Fallout Restoration project.

    Please see the drop box link below to download the maps, also there is a changelog which I'm still updating as I edited quite a lot and want to put screenshots of the changes with them so please bare with me.

    https://www.dropbox.com/sh/eozwbm7ozbtt11k/AAAMz05YE89G9eug-N0Yn4d3a?dl=0

    Also if someone does like them and, is good with script editing, would be nice if someone could add a few unique scripts to a few characters to create one or two unique rather than generic bar tenders and shops in several locations. Currently, I basically just used existing scripts for all the people I added, which isn't quite satisfactory to me. Might be nice to have one or two back stories added in for people to find.

    Changelog:

    Arroyo:
    1. Added a large tent and normal size tent to village map and a few more villages to village map and bridge map.
    2. Also added some very basic items in some tents to find.

    Klamath

    1. Added a new building just above Vic's home made our of a ruin reinforced with scrape to fix borken walls.
    2. Added lots of homes to the 'mall' on the trapper town map, lots of slum homes and a farm to the south side.
    3. Made a bar area and some homes out of the unused buildings on the north side of the Trapper town. (this does mean you can get the car part bit a lot easier though! So may I will move this so it's harder again).

    [/IMG]

    Den:
    1. Added a bedroom on the first map to the BoS bunker to make it feel more real and some gear in the locker if you join them which you can use (not that you need much of it at that point!).
    2. Added a house and repair shake which appear if you help make the orphanage to make it feel like the town improves in other ways once you finish this quest. Also the gangers house their becomes filled with a normal family, again making it feel like things have improved.
    3. Added two large residences next to the slavers both merchants, one who makes his money from selling slaves to other settlements like Vault City and the other who hates the slavers and follows the ideals of the NCR and trades with NCR bringing in Brahman meat from Modoc and NCR (though not scripted to say this for now).


    Redding:
    1. Added a church on the main map bottom corner for now

    Modoc:
    1. Added two farm houses and reduced the amount of crap that gets thrown round the map when the toilet blows up.
    2. Also put in an extra farm house on the main map.

    Vault City:
    1. Added a new house to the courtyard area with a merchant to the top of the map
    2. Added a new communal home in place of a park in the enclosed area.
    3. plan to expand the vault so it looks more like 100+ people could have lived there, not 12...

    New Reno:
    1. Changed what was a useless building into an apartment block which is inhabited.

    Broken Hill:
    1. Place a row of 3 houses to the back of the house row to make it feel more populated with people/ghouls and a farm to the back.
    2. Added in 1 larger house to the end again to make it feel like more people live there.

    NCR:
    1. Added a school, a factory, a water plant, a billiards hall, bar, park and several house to the government area map to the south.
    2. Added in a residential area to the east of the main map with many houses and residence
    3. Added a park to the main map which is also visible on the government map.
    4. Painstakingly made sure all maps correlate with each other as they overlap (this process was oddly satisfying!).

    Vault 15:

    If they join NCR the whole are changes, not only just gaining a farm, toilets and a brahmin pen and one proper building but now an
    1. Ian/restaurant/house
    2. general store/house
    3. caravan stop/house
    4. Farm house
    The idea behind this is that it would become a tourist and research stop for memebers of NCR so should have somewhere they can stay, eat, buy things and trade.


    Village near VC:

    1. Added a few more bits to stage 2
    2. Added a proper wall for stage 3 and expanded the buildings quite a bit
    3. Added armed guards and more detail to the rest of the map
     
    Last edited: Mar 25, 2017
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  2. naossano

    naossano Vault Fossil

    Oct 19, 2006
    I would love to be able to add a bit of flavor npc that has more to say than the generic civilian (no matter if it is floating text or small dialogs in the box). I think they would be a good addition to the small locations like Den residental area, the small village near Vault city, or the Umbra Tribe. (the Abbey and EPA mostly seem good as they are) Sadly, i don't have any skills in scripting...

    Edit: On post edition, there is a + button after the buttons for adding pictures and videos, that display additionnal options, including spoilers.
     
    Last edited: Mar 23, 2017
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  3. Sagez

    Sagez First time out of the vault

    Oct 29, 2013
    Wow man, this looks awesome! Do you have some kind of ''changelog'' for those map changes?
    Looks impressive. I sadly can't help you with the technical matters, but I'd love to try Fallout 2 with improved towns!
    Please add more screenshots of your work.
    Restoration Project is already awesome, but your map mod can become a great addition to it.
     
    • [Like] [Like] x 1
  4. Nineeva

    Nineeva First time out of the vault

    Aug 20, 2009
    Thansk! I will make a changelog, I think I made additions to nearly every area, especially NCR as they are suppose to have 1,000's of people according to the holodisk from Vault City...

    Got the spoilers to work now thanks to you!
     
  5. Nineeva

    Nineeva First time out of the vault

    Aug 20, 2009
    I've added a link where you can now download the maps, I've edited most areas like I say, I will be updating with more info on the change log and screen shots of those areas when I have a bit more time!
     
  6. NovaRain

    NovaRain Casual Modder

    Mar 10, 2007
    The Den BOS bunker in RP 2.3.3 already has a working elevator which can take you down to a room with lockers and other stuff. So you're going to remove it?
     
  7. CPL

    CPL Still Mildly Glowing
    Modder

    Mar 16, 2013
    This looks pretty cool. I'm looking forward to trying this out. Thanks for making these. :cool:
     
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  8. Nineeva

    Nineeva First time out of the vault

    Aug 20, 2009
    Must have changed in one of the more recent updates, I'll probably revert back to that version then as it does pretty much what I intended I guess.
     
  9. Sagez

    Sagez First time out of the vault

    Oct 29, 2013
    Loving those changes so far :) How long will it take you to complete this mod?

    I'd love to see more content for San Francisco (it's crazy how little is there to do besides the main quest and the Dragon/ Lo Pan quarrel) as it looks terribly rushed. San Fran doesn't even have a bar or a hotel... what do you think about adding a beach section? With sea waves, seagull cries, fishermans, merchants with little stalls, streetfood sellers and ordinary people walking... normal, everyday life instead of shi vs hubologists conflict.
    It would be awesome to meet someone from the Press Gang. Normally you just kill them in random encounters...

     
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  10. Nineeva

    Nineeva First time out of the vault

    Aug 20, 2009
    Not a bad idea, I would like to make some changes to that affect, like I say, I'm not good with adding scripts but I've seen some people have made easy to follow script editors so I might give one of them a go. I'd love to make San Francisco a little more interesting, the ideas you mentioned sound like the right sort of thing! I'll see what I can do.
     
  11. Nineeva

    Nineeva First time out of the vault

    Aug 20, 2009


    Put all the screenshots of the edited NCR areas so far together so you can see how it all looks in one picture.

    Planning to put a road down the side of the road on the west side of the ranch map so that also has buildings on its side. That way NCR should finally look like a big town/small city rather than a bunch of randomly placed buildings with no housing whatsoever!
     
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  12. JulesB

    JulesB First time out of the vault

    Mar 29, 2017
    Definitely going to give these a go, thanks :ok:
     
  13. phobos2077

    phobos2077 Mildly Dipped
    Modder

    Apr 24, 2010
    I really think someone need to step up and create an RP "spin-off" mod with fixes for all the bugs found last few years, as well as additions like this and balance tweaks. And let's not forget about Lujo "gameflow fixes" :)

    We could wait forever for the next "official" release or just take the matter into our hands. I see no point waiting. It is possible to publish such mod as an addition that will require official RP installation. This way no one will accuse you for "stealing" the mod :)

    PS: not sure about "new" bar area in Klamath. This location was supposed to be deserted - there are only rats. And car part of course. Otherwise how can you explain such valuable thing wasn't stolen yet?
     
    Last edited: Mar 31, 2017
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  14. Nineeva

    Nineeva First time out of the vault

    Aug 20, 2009
    Regarding the Klamath bar area, the idea is that I'll probably move the car into the garage near the top and make it locked from the inside so it can only be accessed once you go through the rat infested caves. The area with actual rats is all enclosed otherwise in the mall. Rats don't normally run around in the open so it makes sense people live there.



    This is more or less what I have in mind anyway. The red area is where the rats have infested, the rest of the mall is now inhabited by rather annoyed residence due to the rat problem (all their food and pets getting eaten). Maybe the bar tender could acknowledge you clearing out the rates by giving you 5 free beers and 5 free booze which you could then use in VC to help solve another quest :P

    Keeps the story intact but opens up a lot of wasted map to be used.

    I couldn't agree more, this will be like extension to the Restoration mod and will require RP to be installed first.
     
    Last edited: Mar 31, 2017
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  15. Sagez

    Sagez First time out of the vault

    Oct 29, 2013
    Is there any progress worth mentioning? How many things/locations left to do?
     
  16. Nineeva

    Nineeva First time out of the vault

    Aug 20, 2009
    I'd say it's about 70% done already, but progress will be slow for next couple of months as I go on holiday on Thursday, change job soon after that and move home! So don't expect much till late June.
     
  17. Sagez

    Sagez First time out of the vault

    Oct 29, 2013
    Hi, I hope that you're still there! Three days ago I wrote about this mod on wykop (Polish reddit), people liked it :)
    Have you added a whole new city district to Shady Sands? I mean the residential area.
     
  18. Sagez

    Sagez First time out of the vault

    Oct 29, 2013
    I've still not forgotten about this brilliant mod (or mod idea) and I have some hope left. @Nineeva, maybe you could just send files to someone who may be willing to complete this mod? Or just make parts of it playable.
    Sorry for necroing this thread, it's just too good to be left alone in my opinion. Killap isn't active and *maybe* the modding community could think about enhancing RP even further.
     
  19. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
    I would welcome such an addition, but I would rather advocate to explicitly separate "bug fixes" and "new features". RP has a goal, and it's to restore unfinished content, not to add new one (although admittedly, it's overstepped these bounds here and there). Limited scope might seem restricting, but on the other hand it actually makes it completable, not an ever-moving target.
     
  20. phobos2077

    phobos2077 Mildly Dipped
    Modder

    Apr 24, 2010
    By stepping up I didn't meant someone needs to add new quests or such. RP had lots of bugs (like random encounter NPCs unable to attack , broken scripts, broken balance, some pacing issues, etc. Most of it's scripts were written in the early years of sfall. Many of these issues were fixed, but they are scattered throughout the forum posts, and other mods like mine EcCo or Lujo's gameflow fixes (which is included in EcCO as well). So we should create a github repo with latest RP's scripts and such (which I already tried, but nobody used it), gather all fixes and start bundling them together as an unofficial patch for the RP of sorts.

    In short, I don't think it really needs new features, rather fixing bugs, balance and design flaws. Improved maps I think is a great deal for players to give RP yet another run, we could try making them optional in the installer. Along with latest sfall features, cool mods like Inventory Item Sorting, people could find a refreshing experience, yet in the same vain as the original game.
     
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