Fallout 2 mod Fallout 2 Restoration Project Discussion (ideas/suggestions)

No probs. Only wanted to help with something Killap might need and others didn't seem able to help with, but if there's someone else better suited and willing to help, I've no bones about stepping aside for them... as a Fallout player and fan, I want any mod to be the best it can be!

Incidentally, my head took about an hour, including rendering, so don't be surprised that it might seem 'rushed' (I had shadows/bump maps turned off, etc.)... I didn't want to spend hours on an unsolicited pic, only to find out it wasn't needed or that Killap already had the problem solved. I can only imagine how Boomer would have felt if he'd spent the time he obviously had on - say - that first head (custom model, textures, etc.) only to find out that it either wasn't needed, or that it wasn't what the mod director wanted, and that he had to start from scratch!

Sulik's original artists spent a lot longer on him, I'd imagine! Like them, the art I get commissioned and paid for, I spend a LOT longer than an hour on, too! :)

Mad_Eye, so this Boomer guy going to make the heads for Killap's mod, then? Great news!

I'd certainly agree that his heads are better than anything I could do in this case. I could probably do more 'real' than my test shot or maybe even his (I deliberately limited myself to 'lower end' models... this is 1990's Fallout, after all, not Squaresoft-level CGI!), but Boomer's look VERY 'Fallout' to me (ie. 'real' yet slightly cartoonish and fun), which for me is the BIG requirement here... not that something looks 'amazing', but that it fits with Fallout's existing technology/look (3D renders circa mid-late 90's)... and Boomer's do fit.

I'm very interested to see how he does Sulik's sister (when I was considering my approach, I wondered if maybe she'd be... bald?!). Which makes me wonder too how other folks here might have imagined her...

Anyway, thanks for the kind and supportive words of other people here. Honestly, before I'd visited, I'd heard that NMA had a bit of a 'rep' for 'rude douchebags' but in truth it seems that's just a very small minority! :)

If nothing else, I'm glad my post served to draw out another source of talanted of help for you, Killap!

Cheers,
Banjo
 
banjo_oz said:
No probs. Only wanted to help with something Killap might need and others didn't seem able to help with, but if there's someone else better suited and willing to help, I've no bones about stepping aside for them... as a Fallout player and fan, I want any mod to be the best it can be!

Incidentally, my head took about an hour, including rendering, so don't be surprised that it might seem 'rushed' (I had shadows/bump maps turned off, etc.)... I didn't want to spend hours on an unsolicited pic, only to find out it wasn't needed or that Killap already had the problem solved. I can only imagine how Boomer would have felt if he'd spent the time he obviously had on - say - that first head (custom model, textures, etc.) only to find out that it either wasn't needed, or that it wasn't what the mod director wanted, and that he had to start from scratch!

Sulik's original artists spent a lot longer on him, I'd imagine! Like them, the art I get commissioned and paid for, I spend a LOT longer than an hour on, too! :)

Mad_Eye, so this Boomer guy going to make the heads for Killap's mod, then? Great news!

I'd certainly agree that his heads are better than anything I could do in this case. I could probably do more 'real' than my test shot or maybe even his (I deliberately limited myself to 'lower end' models... this is 1990's Fallout, after all, not Squaresoft-level CGI!), but Boomer's look VERY 'Fallout' to me (ie. 'real' yet slightly cartoonish and fun), which for me is the BIG requirement here... not that something looks 'amazing', but that it fits with Fallout's existing technology/look (3D renders circa mid-late 90's)... and Boomer's do fit.

I'm very interested to see how he does Sulik's sister (when I was considering my approach, I wondered if maybe she'd be... bald?!). Which makes me wonder too how other folks here might have imagined her...

Anyway, thanks for the kind and supportive words of other people here. Honestly, before I'd visited, I'd heard that NMA had a bit of a 'rep' for 'rude douchebags' but in truth it seems that's just a very small minority! :)

If nothing else, I'm glad my post served to draw out another source of talanted of help for you, Killap!

Cheers,
Banjo
No, not Boomer but I'll do one. :wink:
 
If they're as good as Boomer's heads, Mad_Eye, I can't wait to see what you come up with! :D

How long before we can expect to see maybe a concept render for Killap to take a look at?
 
mad_eye said:
Just confront any of original heads with killaps one. Quality gap is more than obvious. (with all respect for any fan creation)
Yes, differences are visible, but as fan made art looks very good.

mad_eye said:
Sorry, I've seen hundreds of similar slightly modified poser models. This is 30min amateur work which I cannot really admire.
Like I mentioned in other thread Poser is very useful for adding facial mimics in very short time (just load the model + one click to add any expression), because you've got a ready to work 3d model with all morphs. But I'm not using it, because it's not a "real" 3d tool (you should know what I mean ;) ).

mad_eye said:
For now, take a look at two fan-made heads from czech artist Boomer.
Were they created by one guy? I can tell you they look quite different: first looks very nice (but is little "narrow"), but the "the fat guy"? Skin is too "shiny" and not realistic, ups... someone forgot to add bumps on some parts of the clothes and looks like painted in 2d not as 3d object. Face is too much "cartoonish" and looks like something from the Shrek movie (with all respect to the author).

mad_eye said:
but I'll do one.
I hope all new Talking Heads in Fallout: Between Good & Evil will get all facial expressions, some head animations and very nice English voices like the original ones. Because I see you're very talented people ;)



P.S. It's my last post in this thread about which Talking Head is better. We're going to the little offtopic with that ;)
 
Concerning this tribal´s head, I have the same opinion as mad_eye.

Continuum, don´t forget that Boomer´s work on Yurop is 3+ years old. :wink:
Unfortunately he seems to be busy and not motivated for now. It will be a little miracle that we persuade him to do anything for BGE... Btw - it is great that you believe in us and our work! :D
 
Just wanted to post and say that this project is still alive. Real life taking precedence over this but I shall soon be getting back into things.

I am also curious how banjo_oz and mad_eye are doing and whether they are still interested in making frms for Sulik's sister. I am also in the need for another head. This one would be that of a monk/priest. He would be dressed in brown robes of some sort. (ie a hood would be over his head and all you would see is his face.) Would someone be interested in making a head for this character? I would love to have a head for each of the new locations I am adding so it would be awesome if I could get some dedicated individual to make a few more. I realize these are pretty time consuming to make so at the least I would like to get a monk and sulik's sister head made.

Thanks!
 
I guess worst case scenario, killap, you could just use the images of Morpheus from Fallout 1 for the monk...
 
*bump*

I just thought of something, dunno if it has been mentioned before, but if it fits (or can be fitted) anywhere, it would be here. Also, since killap is resuming work on this project, it might be nice to get the thread back up where it's noticeable.

In Fallout 1, the Super Mutant's main base of operations is the Military Base, as everyone knows who has played through the game. But in Fallout 2, we get to see that San Francisco is located just a stone's throw away from the Military Base to the northwest.

I'm no Fallout bible zealot, but the inhabitants of San Francisco (in particular, the crew of the Chinese submarine) have propably been there since shortly after the Great War, and therefore must have encountered the Super Mutants during the Master's reign.

But why is there nothing present in San Francisco to show this? Why don't characters talk about all those big green mutants that were terrorizing the city decades ago? Why doesn't the Emperor have any files on this? Why aren't there any Super Mutants in San Francisco?

An interesting topic to consider.
 
This isnt really missing content, but rather a nice "fix": In Klamath after retrieving the Fuel Cell Regulator the player has to go through the caves again to get back to topside. I always hoped that someone would make an exit grid or atleast a grid back to Buckners place. To save some useless running around. But the grid should only be oneway.

I realize this is supposed to be in the game and it isnt really a necessary fix, but it`s just a suggestion.

If this is stupid, to the Vats then...
 
ssgeneral said:
This isnt really missing content, but rather a nice "fix": In Klamath after retrieving the Fuel Cell Regulator the player has to go through the caves again to get back to topside. I always hoped that someone would make an exit grid or atleast a grid back to Buckners place. To save some useless running around. But the grid should only be oneway. quote]

That anit a bad ideal, kind of unnecessary but it be nice not to have to go back threw the cave.

First off I know this is not the place and I'm a bit late but killap Congratulations! on releasing your latest patch.

Back on topic, one of my favorite mod's out there is the NPC Enhancement (Miria) mod, I was very happy to see someone found a way to make it work with your patch BTW, And I was hoping if you hadn't done or planed on doing, would consider putting it in your Expansion, maybe wright up the code for Davin as well.

And I have to ask, how is the Shi Sub coming along( Be a great place to put a Sub Girl joke) for some reason I'm really looking forward to it in particular, Oh and guess would be nice as to the size of the finished project.
 
Shiozaki said:
Back on topic, one of my favorite mod's out there is the NPC Enhancement (Miria) mod, I was very happy to see someone found a way to make it work with your patch BTW, And I was hoping if you hadn't done or planed on doing, would consider putting it in your Expansion, maybe wright up the code for Davin as well.

I don't think this should be put in Killap's expansion project. His main goal is to implement things into the game that the original developers had wanted to have in the game, but simply didn't have time to implement. Maria (Davin) was meant to be a burden on the player, not a functioning member of your party.
 
Hey everyone,

Justed wanted to say that yes I am indeed back to working on the expansion. Work has progressed, though as always, not as fast as I hope. It is a good bit of work but luckily it is mostly scripting and thus I can handle the work. When mapping does come into play it isn't that hard and I have a pretty good grasp of the mapper anyway. One thing I do need help with...and that is graphics. I need some graphics made for this pack and I don't have the skills to do it. We had a nice discussion going here about static heads for Sulik's sister and others but talk for that seems to have died. Static heards aren't a huge priority at the moment, but I feel that they would add a lot more to the expansion. What I do need at the moment are some book frms. I need a variation of books (big, thick, thin, etc). One should look like a diary and the others should look like literature (similar to "The Lavender Flower" found in the Den), scientific journals (similar to the big book of science and the other readable/nonreadable texts you find), etc. If someone could lend a hand here and create some (like 5 or so) I would appreciate it. Thanks in advance.

Now to elaborate on what I currently plan to include in the expansion.

Code:
::Additions to known areas:: 
 
Den  
------  
-new area: Residential area (which will include the orphanage and one additional quest besides the one associated with the orphanage.)  
-new character: Petey the alley addict  
  
New Reno  
-------------  
-new character: Three Card Monte (and his bodyguard) - gives info, helps in the Lloyd quest  
-new character: Nikki - card dealer at the Desperado who helps in the Lloyd quest  
-new addition: ability to tell jokes at the Shark Club (as a male) or strip (as a female) - both yield xp  
    --This seems questionable but it was almost implemented by the devs so what the heck...  
  
Vault City  
-----------  
-new addition: ability to first learn about Vault 8's role in something called the "Vault Experiments" 
  
Gecko  
--------  
-new addition: Enclave Vertibird encounter (extension of the threat the Enclave officer gives from the comm communication)  
  
Vault 13  
----------  
-new addition: Learn the entire story of the "Vault Experiments" (read about various vaults) and learn about the overseer's knowledge and role in all of it.  
  
Raiders  
---------  
-new addition: Shadow Who Walks - peaceful end to the Raiders.  
  
Broken Hills  
---------------  
-new addition: Chad skimming quest (with never before heard Marcus dialogue)  
  
San Francisco  
-------------------  
-new area: Hubbologist hidden stash  
-new area: Shi Sub (entirely depends on help with graphics and thus may never see the light of day)  
  
Random Encounters 
--------------------------- 
-5 Kaga encounters 
 
 
::All new locations::
 
-Village outside Vault City  
-Abbey  
-Primitive Tribe  
  -Slavers Camp (connected (not geographically) to above area) 
-EPA

All the above is stuff that was already planned to be included by the original devs and thus there is minimal personal additions on my part. (sometimes I had to fill in some dialogue, etc)

My goal is to have a release first week of August (at the latest) but we shall see. :wink:

Again, if anyone is willing to lend a hand with graphics I would really appreciate it.

That's it, just wanted to give an update and to tell what I have currently planned.
 
My goal is to have a release first week of August (at the latest) but we shall see. Wink

That made my day a whole lot better.

Regarding the Gecko power plant enclave encounter: are you planning on re-using the Chris Parks version in the megamod or a completely new one?

I hope you find a graphics artist for the Shi sub etc, I tried to force my sister to volunteer, but she is to busy :( I saw your post on your PM's so I am not bitter. I don't think you could use mutch from AL for this anyway.
 
Dude101 said:
My goal is to have a release first week of August (at the latest) but we shall see. Wink

That made my day a whole lot better.
Heh, I'm serious though. If I don't finish this project by August I fear I never will.


Dude101 said:
Regarding the Gecko power plant enclave encounter: are you planning on re-using the Chris Parks version in the megamod or a completely new one?
Anything to save me time, so yes I will be using the Chris Parks version. I have not tested/even seen it yet, so the final version that will be found in the expansion may be modified in some way.

Dude101 said:
I hope you find a graphics artist for the Shi sub etc, I tried to force my sister to volunteer, but she is to busy :(
Man, if there is one thing I am lacking it is skills in graphics. The one man team of killap can script, map, and write dialogue but graphic design is sadly not my forte.

At the moment I got some book frms that will serve one of my needs and a user who goes by the name Nikki has offered assistance as well. More help is GREATLY (and needed) appreciated though.

Dude101 said:
I saw your post on your PM's so I am not bitter. I don't think you could use mutch from AL for this anyway.
Again I apologize for never responding. I also don't think I could use much from that mod since Primitive Tribe is already in place as well as Abbey.

EDIT: June 19

Just wanted to give a little update:

I recently saw the F3 screen shots as well as spent time reading the Bethesda forums all of which resulted in a head ache (I truly fear for the future of mankind when I read some of those posts) and a bile spitting mouth. As a result I have kicked my Fallout 2 expansion project into extreme overdrive and am pumping out several scripts a day now. I am also reconsidering some locations that I have already finished (Primitive Tribe and Abbey) to make them more true to the Fallout atmosphere.

The Abbey location was influenced by the novel "A Canticle for Leibowitz" and thus I want to add elements of this novel to the location - keeping true to the original devs/50's post-apocalyptic fiction. I have never read this novel and thus I am using wikipedia as my source of knowledge. This should be enough to get what I need added to the location. At the moment the monks at the location are almost the exact opposite of how they acted in the novel.

With this in mind, I just wanted to say that this project WILL see the light of day and I will try and implement all that was pulled. I hope the release of this expansion will bring a smile to everyone's faces since I don't think Fallout 3 will come anywhere close to the other two. Hell, I'm a University student (not a professional game designer) and each quest I have implemented has at least 3 ways of completing with both an evil and good paths. Apparently the designers for Oblivion and Bethesda's newest project: Oblivion meets F:POS, forgot the fundamental element of ANY RPG - choice. Anyway, this is no place for a rant and thus I just wanted to say progress is picking up and that I hope this expansion will make Fallout 2 even more enjoyable.
 
A word of encouragement here Killap, I look forward to your expansion.

You seem to put your anger about F3 to good use, it is the way to go. Personally I'm so tired seeing the cRPG genre being snatched from its PnP roots I barely let escaped a sigh of resignation. That's good, and at the same time so sad, that the only way to play new stuff staying true to the PnP spirit is to count on works of dedicated modders like yourself.
 
After you finish this thing, you do realize that you will have basically completed Fallout 2, right? You will have finished the work that was originally planned by the original designers of one of our favorite games, and fleshed F2 into the full game it was meant to be. Between this and the massive patch, I think you've done more for the Fallout community than what Bethesda is doing with millions of dollars at their disposal.

Wow, thank you, thank you, thank you!
 
Thanks for the support it helps me trudge forward.

Question: Does anyone know the original intent of the key ring item? I assume the original devs didn't want you carrying around tons of keys (there are 6 non keycard keys in the game) and thus planned to combine all of them into one item, the key ring. I was thinking of implementing such a feature. I sat for a while thinking about this and I believe I have come up with a way to make this happen. Essentially when you initially get more than 1 key in your inventory, both of them turn into the key ring. Any keys you obtain after this become part of this key ring. How it all works (when used on the intended locked doors) are details I won't go into at the moment. Thoughts?

Again, if anyone can help with graphics (I really need frms for the sub) I would appreciate it. Just thought I would throw that out there again. :D
 
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