Fallout 3: Van Buren (Spoilers!)

If we don't find a solution through sfall or scripting, the encounter will probably be made so that you are unable to approach it close enough :sad:
This is bad news for melee players but then we would allow alternative ways of defeating the toughest robot in the game - through environment. In any case it will be a memorable encounter hopefully similar to this one - http://www.youtube.com/watch?v=uK8V9jG7Wjg
 
There is an actual image of ARGOS?
My friend David was going to model it based on a description I would give him.
 
AFAIK, there're no images of ARGOS. We were thinking of using Fallout Tactics' behemoth. It's the biggest robot sprite we have right now. If David creates a good image, tell him we'll use it as a loading screen :)
 
Can you fuse sprites together? If yes then use the behemoth with parts from other robots.If not is best follow your idea.
 
Yes, I was planning on giving him laser weapons and missiles as well. I will also make his EMP field active.
 
After busting inside the concrete Boulder Dome, the Prisoner is warmly greeted by a dozen cannibalistic Jackals who messed up the garage.

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Progress... The area is now much more similar to the rest of the map - Boulder Dome has a grey / teal theme.
Gone are the clashing colors and scenery meant to be used for outside maps.

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Some feedback if I may?
In the updated garage area there seems to be too little going on and the eye gets drawn to the pipe, which it should if the pipe has importance, however, the transition between the concrete and metal feels a little well, abnormal, perhaps place a very minimal room in the corner where the pipe is, or something to break up the sudden switch of the metal area near the locker to the concrete?
Still, many admirations to you and the others of your team taking on something like this project.
 
Thanks for the feedback & support Gordulan!
I'll fix the pipe area and let it blend in more with the rest.
 
In the subject of sprites, how you will represent the born ghouls? They are supposed to be more bulky that the normal ones and look a bit more human like.
 
What about the female Born Ghouls (Belle in particular as she's described as looking more like a human than a ghoul)?
 
I was thinking of adding hair to normal ghouls if time permits. If not, I'll have to cover her "beauty" with a robe :)

Or I could use a female ghoul from Tactics. Actually those Tactics ghouls wouldn't be bad for born ghouls.
 
As seen here, there are hairy ghouls out there, but i have no idea of what is the picture source : (i tried to find out, but failed)

http://fallout.wikia.com/wiki/Ghoul_commoner

Also, they maybe some relevant assets here : (not for ghouls)
http://www.nma-fallout.com/showthread.php?188707-New-animations-2
http://fodev.net/forum/index.php/topic,26470.30.html

Not relevant at all, but incredibles : (those are animated for fonline)
http://fonline.ru/forum/threads/2432/
http://fonline.ru/forum/threads/2454/
http://fonline.ru/forum/threads/2436/
http://fonline.ru/forum/threads/2430/
http://fonline.ru/forum/threads/2431/
http://fonline.ru/forum/threads/2435/
 
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UPDATE #4

Current team lineup: Kamoho (writer), Vaarna_Aarne (writer), grotsnik (writer), Whisky (writer), Kane Vollstrecker (inventory art), hexer (everything else)

Big announcement for this (unplanned) update! We have been "advised" by Bethesda to stop modding our game in Fallout 2 engine. I know how this might sound but thanks to classic Fallout's awesome modding community our work can carry on. This means that Van Buren will be released as a FOnline game!

This will definitively postpone the project for maybe up to 6 months as I will have to learn how to use their tools and then convert everything already done to FOnline engine. I've already stated my issues with the FOnline engine on RPGCodex but now that I have no choice - I will try my best to resolve them. I'm taking this opportunity to call any knowledgeable FOnline modders to join us or pass on useful advice to me and my team - @Lexx ? ;-)

On the good side, the new engine allows us to use higher resolution art, 3D monsters, environmental lighting, 16-bit colors instead of 256, more easily implement multiple vehicles and crafting, SPECIAL tweaking, etc.

Since the last update, more work has been done. Most critters for the game have been created, grotsnik and Whisky joined the writing team, Kane made lots of new inventory art, and I've been busy with Boulder Dome maps - lots of new art is being made in order for Dome to feel like a unique area. (This sort of treatment will apply to every location.)

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We have been "advised" by Bethesda to stop modding our game in Fallout 2 engine.

Really!? Damn...
Is this mostly related to the title/subject of you mod or to the use of the Fallout2 engine? In the first case, I guess using
the Fonline engine won't please Beth either, in the latter case that will be a sad day for the whole modding community.
 
I was specifically told not to tamper with Fallout 2.exe. They said they can't guarantee that I wouldn't receive a cease and desist sometimes in the future.
I replied to them that there must have been some terrible misunderstanding because Interplay released Mapper 10 years ago and that there hasn't been any legal trouble until today. Now that they have rights to Fallout 1 / 2, things obviously changed. They probably hate Fallout 1/2 fans as much as they hate Interplay. So it's OK to mod Fallout 3 and NV but it's not OK to mod Fallout 2 released in 1998?!

Just in case, I'm moving over to FOnline and made them aware that I will continue working on the project without relying on Fallout 2 exe. I'm not expecting any further contact from them.
 
Just to clarify one more thing, even if you don't tamper with Fallout2.exe they're not cool with us using the engine inside the exe to run mods.
 
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