Fallout: New California

This map is too confusing if it's supposed to show the mods location(s).
 
Indeed, the section where the game takes place is a lot smaller. This is just a general overview of the Fallout world.

I myself am not so impressed with this mod to be honest. I would not be capable of making a project of this scale myself (how much I would love to), but I find some of what I have seen of this mod very "messy" and "cluttered" and I am not just talking about how the world is designed. (some of that looks like a hodgepodge of various FO3/FNV assets)

There is a lot of stuff in this but I have seen little "rhyme or reason". A lot of focus like with FNV The Frontier seems to be on combat but little is shown about actual roleplaying.

The scope of this mod is definitely a lot smaller than that of Fallout New Vegas vanilla, I think there are only three or four factions, and for some reason the Enclave is returning which is a source of annoyance to me. (I like the Enclave but I honestly would like for people to accept that they are dead and gone, there is no network of secret Enclave bases full of soldiers, scientists, and technicians all over the former United States)

I would have to try this mod myself of course to judge if it is good or bad but so far a lot of quests driven mods made for FNV have not been to my taste.

Also, I really would like to see campaigns that take place after FNV and no prequels.
 
I start to play beta, but unfortunately I had to stop. my pc does not support this mod. I really liked the scheme of catching allies in the first part. I managed to save the neighbor blonde, a nerd, the barbarians' quarterback and a tribal dude. I did not find the woman with purple hair.
 
And now it's out! Go play it for yourselves and give the developers some feedback. Maybe it could be turned into something decent.
 
A few thoughts after about 10 hours in:
The new Jenn is a bit over the top, I actually liked the old one, but this time she went straight the Enclave dumpster chute xD Guess they catered more to the feyfolk crowd with the new one.

The canyons in the south are still crazy and mostly empty (exept that one Mother Deathclaw xD) good thing I know how to climb in the games since Morrowind ^^

Stuck with the Raiders in the Uranium Mine for now after the big empty goat climbing track in the south.
 
There's a new update out for Fallout: New California and the mod should be quite stable now. There's also a roadmap for the work ahead in the form of a design document. The transition into v1.0 is dependent on help from the community.
In one of the comments it's asked what the developers think of the great rewrite of the story by our very own AlphaPromethean. To which the developer reply:
I'm just happy FNC inspired someone to write something cool.

But I'll add that I'm sad that FNC was disappointing to NMA.com, given that if you search the logs, there are posts from me as far back as 2010 and 2012 asking for help, and dozens of posts talking about me before release, all asking for writing help and input from the oldest Fallout community online, a group I respected and wanted to give something they could be proud of and enjoy.

And they ignored my requests.

Sure wrote a lot of reviews, though.
 
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But I'll add that I'm sad that FNC was disappointing to NMA.com, given that if you search the logs, there are posts from me as far back as 2010 and 2012 asking for help, and dozens of posts talking about me before release, all asking for writing help and input from the oldest Fallout community online, a group I respected and wanted to give something they could be proud of and enjoy.

And they ignored my requests.
This.... is actually pretty sad. I guess NMA was way more glittering gems of hatred compared to nowadays, huh?
 
It's more that nobody really has trust in people coming here, proclaiming their grand ideas... because that happened all the time and never anything came out of it.

Besides, there were never that many active modders on NMA. Not even 15 years ago when we got the Mapper and a few big projects were started. We always struggled with finding folks willing to do some work - this really has nothing to do with that FNV mod.

/edit: To add to that, just look at the development of Fan Made Fallout, Mutants Rising, etc. from the few people that joined, most dropped out after maybe a week... of doing nothing. I wasn't able to find writers even for some simple 200 word holodisks. It's just how it is.

But blaming NMA as a community for that is kinda weak, imo.
 
It's more that nobody really has trust in people coming here, proclaiming their grand ideas... because that happened all the time and never anything came out of it.

Sure, but if someone ask input and the idea somehow interest you, you can always give it whether you expect something out of it or not, it cost nothing.
As for finding actual help with the actual work, frankly I don't believe much in it, unless you already released something that 1, interested people, 2 and most important, made other modders take you seriously. And that only give a chance to find actual help, but ultimately, well, you are never best served than by yourself if you hope to finish things you started.
That being said I guess I don't believe much in annoncing your plans either, if you lose interest, real life don't give you space and so on, you won't have to read 'is it dead' questions, or stupid comments on how it is disapointing, or was 'predictable'. As if people who checked a WIP thread once in a while could actually be more disapointed than the modder who worked on it.
 
It's more that nobody really has trust in people coming here, proclaiming their grand ideas... because that happened all the time and never anything came out of it.

Besides, there were never that many active modders on NMA. Not even 15 years ago when we got the Mapper and a few big projects were started. We always struggled with finding folks willing to do some work - this really has nothing to do with that FNV mod.

/edit: To add to that, just look at the development of Fan Made Fallout, Mutants Rising, etc. from the few people that joined, most dropped out after maybe a week... of doing nothing. I wasn't able to find writers even for some simple 200 word holodisks. It's just how it is.

But blaming NMA as a community for that is kinda weak, imo.
Yeah, but the way I see it, had he came here a bit later when people (and more people on top of that) finally see the merits brought upon by New Vegas to the series, I think he would've received better response IMO.

Also, I don't think he's blaming NMA. He didn't actively engage in forum discussion from what it seemed, after all. Only saying how NMA has a lot to say in the end, but not considering that AlphaPromethean registered in 2013.
 
There's a new update out for Fallout: New California and the mod should be quite stable now. There's also a roadmap for the work ahead in the form of a design document. The transition into v1.0 is dependent on help from the community.
In one of the comments it's asked what the developers think of the great rewrite of the story by our very own AlphaPromethean. To which the developer reply:

Oh wow. On the one hand it's cool that they've read my rewrite but on the other hand I feel rather bad about basically entirely disregarding their game/story since they obviously put so much work into it. The reply seemed somewhat bitter though, yikes.
 
Is the twist with the main character still a thing? Because they didn't need us to tell them how dumb that twist is, it just speaks for itself.
 
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