Fallout Remake mod?

Lunawolf242a

First time out of the vault
As we know the GECK is going to be release sometime in December. Which gives me an idea. A true, faithful, Fallout total conversion mod. My plan is to recreate the original fallout using the Fallout 3 engine. I am not a perticularly skilled modder and have limited modding experience (I myself was a moddler but I sucked in that area).

But if I this mod, should survive from idea to bytes, my ideas are.

1. All quests, characters, weapons from fallout (and maybe keep some weapons from FO3 just for those the fan of FO3), and most importantly dialogue.

2. If possible, the game will use the original Fallout SPECIAL system. This will include the traits from FO1, and possibly FO2 and FOT is suggested.

3. Since FO3 is kinda close to the first game, gameplay will remain the same but if I find any difference I will change it.

4. Same old locations, and throw in a lot of new ones since I am planning to try to make the mod map size as close FO3 since some players or many will complain with the lack of content.

I am ready for suggestions and Ideas. So if anyone who has more experience than me, well you are welcome I have virtually no modding experience.
 
Good determination, although with all honesty it'd be better if you channel your energy somewhere else... Why fix a broken game for Beth and let them take the credit, instead of working on one of your own? I think the Shelter project would be a good place to start.
 
Very good idea

Advantages of this idea over shelter:

1- Mods are easier to make compared to a new game like shelter.

2- Fallout 3 graphics are execelent. If they are used in a better game it will be cool.

3- You can use most of the weapons and armor designs in the game. Of course, make decent stats for them.
 
The problem is you won't really be able to fix VATS, I really doubt combat can be made decent while preserving the control system and viewpoint of FO3, and you'll have an awful lot of trekking through empty nothing. Which could be cool, in its own way.
 
Lunawolf242a said:
Since FO3 is kinda close to the first game.

Yeah, it only does pretty much everything differently. But other than that, it's kinda close.

I've seen this idea before, I don't see the point; Fallout's engine is better suited for what Fallout wants to accomplish than the Fallout 3 engine is. The Fallout 3 engine is made for an FPSRPG, which Fallout isn't.

Also, moved to the proper forum.
 
I made a thread similar to this on the official forums. As brother none said, its impossible to faithfully recreate fallout 1 with the GECK (assuming its as limited as the TESCS's are) ...however you could create something similar, and if someone were to create a F3 version of F1, I would happily play through it. It will still probably be more fun then playing regular old F3. At least the dialogue would be well written.

One of the first things I have always planned on doing when the tools came out is to recreate Junktown using F3 assets. I tried to recreate one of the more famous Junktown screenshots a little while ago using the Farcry 2 engine. I don't have a lot of time and didn't use any tutorials I just pushed buttons for about an hour (really easy to use editor) and this is what I came up with.

http://smg.photobucket.com/albums/v642/DMKW/?action=view&current=junktown1-1.jpg

and here is the thread I made on the official forums btw.
http://www.bethsoft.com/bgsforums/index.php?showtopic=916599&hl=
 
Anglish said:
http://smg.photobucket.com/albums/v642/DMKW/?action=view&current=junktown1-1.jpg

If only the Fallout 3 editor was as impressive as the Farcry 2 map-editor, because that looks AWESOME :D
 
I think this is a rather decent idea, if only for novelty's sake, and because the old games are rather difficult to work in crappy Vista system. While it can't be 100% faithful, at least it would bring the spirit of the original Fallout to a new generation.

Anyway, you will never accomplish this on your own. Get a large group together to work on it. And once you finish remaking F1, try doing F2 if you like. If you feel really lucky, you could try remaking and finishing Van Buren. Seeds like this are full of promise.

:clap:
 
Making this abomination at least into a decent sandbox FPS like STALKER is probably too much to ask let alone into a decent turn based rpg. Is there any way to get the gameplay even remotely similar to Fallout? You're probably better off just starting from scratch and forgetting Fallout 3 exists.

Regardless you have my support, good luck.
 
I don't think the intention is to recreate the gameplay of Fallout 1. I think it is to recreate the world and story of Fallout 1.

I've just done a post on how to improve VATS mode. I won't bother repeating that here, but yeah I think that may help to make the game a bit more like "a decent sandbox FPS like STALKER".

Some aspects of Fallout 1 can be revived, such as certain aspects of the SPECIAL and skills system - tagged skills giving you skill points for every point invested, less skills points each level up, perks every few levels rather than every level, perhaps traits too... Fallout 3 lets you be a jack of all trades, you can become reasonably profficient at absolutely everything, while you couldn't in Fallout 1. And I felt that Fallout 1 was a more interesting role playing experience.

(I understand why Bethesda went the jack-of-all-trades route - many people that buy the game may not even finish it, let alone play it repeatedly. They didn't want the average consumer to only see 1/4 of the game's options due to skill choices. What they should have done is made it so that when you play on Hard or Very Hard mode you get less skills points. System Shock 2 pulled this off well - in normal difficulty you have enough points to be awesome in a few things and OK in other things, but in Hard mode you are forced to specialise.)

The story and setting of Fallout 1 was great, and it had good characters and dialogue. Exploring a Mad Max style post-apoclyptic world... trying to find the water chip to save your home... discovering there is a threat of super-mutants... discovering the mutants are not merely results of radiation, but actually the FEV, and the mutants plan to evolve everybody... it wasn't deeply complex, but it was satisfying.

I felt Fallout 1 had the best story and setting. Fallout 2's wasn't bad by any means, I really enjoyed Fallout 2 as well, but it was less focused, it was all over the place, there was so much choice and so many options and so many quests that the "main quest" of finding the GECK seemed almost irrelevant.

In Fallout 1 the sub-quests worked well - you were looking for a water chip, you didn't know where to go, so you explored each location to see if you could find any clues on where to find a water chip, and while doing so you tried to help out and solve problems wherever you happened to be. Sometimes you'd have to backtrack or go out of your way a little bit, but generally speaking you had nothing better to do since you didn't know where to find the water chip.

Fallout 2 took that idea a bit too far... the "I don't have anything better to do" idea was stretched to rgw limit. Just cause you don't know where to find the GECK, doesn't mean it makes sense for you to become a porn star or a gangster or sell your comrades into slavery or whatever.

Fallout 3 suffers from this even worse - most of the time you know where you need to go to continue the main quest, and so to do the sub-quests you have to conciously decide to ignore the main quest. "I should be trying to find my father... but instead I'm going to visit a minefield or a robot factory or investigate the history of a place, and report back on my findings to someone in the very first town." The fast-travel ability stops all that travelling around being too much of a hassle, but when you think about it, you are zig-zagging all over the place to do very minor things, when you should be worrying about more important stuff.

Anyway... back to the subject of the viability of a Fallout 1 remake. I think the big issue is figuring out how travelling outside towns will work.

I've heard of the possiblity of some mods making Fallout 3's "fast travel" system include random encounters. So if you try to instantly teleport from one place to another you may find yourself suddenly warped into an area where you have to fight some raiders, or meet a wandering merchant, etc. If such mods are created, then a similar system could be used for ALL travel outside towns in a Fallout 1 mod. This would allow a very large (mostly empty) wasteland.

It would also make the game far easy to make - the modders would simply have to make the interiors of towns, and would not have to bother making an outside wasteland. All travel between towns would be fast travel - when the player attempts to leave a location the map screen automatically pops up and you choose where you want to go. You can travel to any place you have heard of. (At the start of the game one or two locations near Vault 13 would be automatically filled in on the map so you could travel to them.)

True, this means you are unable to wander off in a random direction and just explore, which is a shame, but in a dangerous post-apocalyptic desert it makes sense you only travel when you have an idea which direction to go. It also means that those that have played Fallout 1 before will not be able to go straight to the water chip! (And I know there are some peole that do that kind of thing - dirty cheating Fallout 2 players that head straight to a certain outpost and pick up Power Armour and powerful weapons right at the start of the game, shame on you.)

80% of the space between towns would not have to be created, since it would be represented purely by the PipBoy map screen. There would also be a few detailed outside areas, that would be used for random encounters. When you have a random encounter while travelling you are teleported to one of these detailed areas - a rocky desert, a sandy desert, a ruined cityscape, a polluted river, etc. If the players runs close the edge of this detailed area then the map screen automatically pops up again and you can continue your journey.

These outdoor areas for random encounters would have to be quite large - so that there's something interesting to look at in every direction - and there would have to be quite a few of them, say 20, so that it does not look like every random encounter occurs in the same place. Of course, in old Fallout 1 every fight with random Raiders DID occur in the same place, if I remember correctly, but it would be nice if that was somewhat avoided. If the players runs close the edge of this detailed area then the map screen automatically pops up again and you can continue your journey.

If it turns out that random encounters during fast travel is not possible (oh no!), then the alternative would have to be a "shrunk" Fallout landscape. Then the player has to walk all the intervening space between locations, just like Fallout 3. I'd expect the distances between locations to be about twice as large as Fallout 3, so the wasteland seems a bit emptier. It would still be somewhat unrealistic, since the player would be able to walk from one city to another in about 15 minutes, but then Fallout 3's time is accelerated anyway, a day lasts just a few hours. And people expect that kind of thing from the RPG genre anyway - look at the Final Fantasy games, you leave a city and run across the "World Map" and get to another location in a few minutes. People know that the distance travelled is representative of a much larger distance.
 
Unless the maximum allowable character count for dialog can be altered, I doubt a real faithful conversation would be possible with the same quality writing. Fallout 1 contained some pretty long PC responses to NPCs.
 
The "[I R SMART] dialogue skill checks unretardified" has mention of a possible work-around for that - have one dialogue option use more than one line of text, as if it is a seperate dialogue option, and have both lines of text lead to the exact same conversation responses. Looks rather clunky, but might be worth it.

Also, there is a mod that changes the size of dialogue font and the size of text boxes, and with any luck someone may figure out how to change the bit of code that controls the character limit.

At the very worst, some of the player character's reponses might have to be shortened and made more concise, but at least the NPCs the character talks to could have the same dialogue as in the original. And in situations where shortening the player character's dialogue would not be feasible (too much important stuff is said, or it would totally loose the feel of the original setence), the clunky multiple lines trick could be used.

It would still be a worthwhile conversion, I reckon. I think Fallout 2 would be too big a project, but Fallout 1 might be doable.

Of course, I've never played Oblivion or any Oblivion mods, so I don't know just how easy or how hard it is to create new stuff. My experience is with Half-Life/Half-Life 2 stuff.
 
possibly could use a work around by creating a "dialog menu system" where each of the initial responses directs you to a different npcs dialog tree (close current dialog and open the dialog of an invisible/hidden npc, kinda the way vendor containers work)

or you could have the npcs instead of a regular dialog open a script dialog, kinda the way the workbench works
 
The existence of things like Black Mesa Source prove that this kind of undertaking certainly can be done, but it's still the kind of project that is likely to take years and huge numbers of dedicated modders to make. Of course, most of the enemies and textures are there already to play with, but then again, the Construction Set isn't the most user-friendly modding kit.

Kudos to you if you actually try it, and good luck.
 
Black Mesa has the problem that Half-Life 2 includes almost no assets suitable for a remake of Half-Life 1. Half-Life 1 was set in a high-tech research facility, Half-Life 2 is set in an Eastern European dystopia. And most of the NPCs and weapons are different. So Black Mesa were forced to remake practically everything from scratch, the only things from Half-Life 2 they are able to re-use are the crowbar, the .357 magnum (reskinned), the headcrabs and the Vortigaunts. Nonethless, they've been able to pull it off.

In the case of a remake of Fallout... Fallout 3 has all the necessary weapons (all the conventional guns, the energy weapons, the big guns) and all the NPCs (raiders, Super Mutants, Brotherhood of Steel, various critters). Also, Fallout 3 has almost all the required textures too - high-tech labs, military bases, post-apocalyptic towns, caves, etc.

A Fallout 2 remake would be far more difficult cause Fallout 2 had lots of extra weapons and creature types. It would require lots of new content to be created. But Fallout 3 contains almost all of Fallout 1's assets. All it needs is the levels and functioning quests, and NPCs using the Fallout 1 sounds.

Many unimportant NPCs did not have spoken words... two options, either some wannabe voice actors could try recording those lines, or they could simply be left as subtitles with no audio, like in the original game.

Some people may like to re-model/reskin some of the weapons and NPCs to look more like their Fallout 1 counterparts, but I expect that modellers will do that ANYWAY, for use in Fallout 3, so the mod wouldn't really need a modelling team. Basically, all this mod needs are level designers. Of course, that's not easy, level design is one of the hardest things, but at least in this case it is just one thing that needs doing, unlike a project such as Black Mesa Source which requires level designers, modellers, texture artists and coders.
 
True. And considering that on the Nexus people are already making new areas and NPCs with adequate pathfinding, Ièm starting to actually feel pretty optimistic about the viability of this project.
 
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