Fan Fallout

Well, let's hope at least one of these works out, i once did some work on a starcraft mod, (it was a star wars one), but the thing never got very far...
 
A few points about this project.

Most ambitious projects promise the moon, and never finish what they started out to do. Ideally, we want to make a full, new campaign, and have a plotline for that.

However, at the moment, the team's goal is not a full game. We are setting small, reasonable goals. We are working on one new city, and that will be your demo. Once we release said demo, we will look to expand our team further to develop new cities. Our future goals will be based upon the time it takes to develop one city, and the lessons we learn there. Other people have finished single cities, and this is a very reasonable end goal.

The size of the full campaign will also be based on how many people we can muster into helping when we expand the team further. I want at least one dedicated mapper, scripter and designer for each major location/city we have.

We have no positions open currently for writers/designers. We have a dedicated script-monkey, and I also have some C experience. However, I'd like to get an experienced Fallout scripter on the team. I believe that would help immensely. I believe our current mapper can tackle the city of Estes proper, however I wouldn't be opposed to the addition of another mapper as we may include another quest location in the demo so we can utilize the new world map.

Artists are always welcome. I have an rather extensive art wish list. Even if all you can do is some photoshopping, I have work for you. You can continue in Qwerty's footsteps in converting FOT graphics (namely tiles and items) over to the FO2 formats.

With Corpse's computer crash, we need someone to do the new world map. Corpse posted resources, and a simple tutorial. Push come to shove, I will end up doing the world map, but if someone else wants to volunteer, all the better.

I wouldn't mind seeing some new talking heads, and character portraits for the premade characters.

I can't divulge story ideas at this point, but believe me when I say it's pretty good, and it's very Fallout.

The initial inspiration was the "War never changes" speech.

We would very much like to see the Fallout mod community grow. We plan on trying to support other Fallout mod groups.
 
need any betatesters or weapons advisors ? :p

if it's all you are promising it will be... sjeez its gunna rock :)

i hope you guys make it, i've seen many good projects die
 
There will be talking heads ? Wow ! Should be worth seeing. Will they be just like in Fallouts ?
 
PsychoSniper, my apprentice, the force is strong in this one. Join the Dark side...

;) Its good to see that they were smart enough to pick up one of the only other Critter FRM makers out there. There arent many of us around, though as of late a few people have been trying it out.

The reason why a Full mod takes so long is that there is a lot more involved than people at first realise I have probably spent close to a 1000 hours on MR since Feburary when I joined (I joined because I was to damn impataint to wait for it to come out!).

But now that I have documented what took me a long time to figure out other modders wont need to waste some much time, also I couldnt do what I now can a few months ago simply because the right tools weren't available.

It can be done and I think these guys are the most organised new team I have seen since I joined MR. You guy scan do it just stick at it and if you get stuck on anything call us at MR we would be glad to help solve any problems

Nice to see you have a Kiwi on your team too :) To bad Australia is the real sheep country ;)
 
Well, I might not join the darkside but I might send you some FRMs to critque eventualy :P


Im supprised there arnt more FRM makers out there, it isnt that hard and only requires MS paint (at least) to edit thje FRMs (once you extract the frames at least) and a program that can extract/make FRM files.


Qwerty, when you can can you extract the blue smoke rings from tactics that a gauss weapon causes ?

It'd be sweet to port those into FO2.l
 
What do you mean ?


A helmet for armors that lack headgear ?

Something to drcrease your chance of being KOd ?

Or just a new animation ?

A new animation with a new helmet could be done, but would involve a tremendous amont of work, drawing it into every animation.
 
EnderWiggin said:
Even if all you can do is some photoshopping, I have work for you. You can continue in Qwerty's footsteps in converting FOT graphics (namely tiles and items) over to the FO2 formats.

I'm working with Photoshop for five years now in my job, so I'd be glad if I could help. However, my current workload won't allow me to contribute anything in the next 4-5 weeks. But if you could need some help afterwards I'd be glad to.
 
PsychoSniper said:
What do you mean ?


A helmet for armors that lack headgear ?

Something to drcrease your chance of being KOd ?

Or just a new animation ?

A new animation with a new helmet could be done, but would involve a tremendous amont of work, drawing it into every animation.
Basicly a helmet for armor that lack headgear, but so that you could decide to wear one or not, it would be it's own item. If you would find one you could use it for extra protection.
 
That could be an intersting mod, but it wouldnt be easy to make new animations.

But if you just added an item that increased armor of head/eyes for metal/leather armors that might be scriptable, but dont hold me to it, since I cant script.
 
I haven't really spent much time looking at the scripting system yet.

We're not making major changes to the FO2 engine. The biggest change you will notice is the addition of item crafting using skills like science and repair, but that's all being handled with dialogue and scripting. It's pretty simple.

I don't think we can add an option to wear a helmet, and create an helmet equip slot. Armor already is pretty substantial in it's effects in FO2. However, one thing we could possibly do is look into items like the sunglasses. When the sunglasses are in your hand, they affect your charisma. However, I believe they have to be in your active hand. I wonder if we can script it so items in your other hand have an affect on the game. In that sense, you could carry a helmet.

Edit: I'm not sure this is a great idea since it removes one of your hands.

Also, there have been some questions early about whether or not you will be able to act as a member of other factions.

I can safely say yes. Factions are a big part of our plans, both small factions within cities, and larger overall factions. That however, is all I'm saying on that.

However, this is all just speculation to answer your question. We're focusing on our current goals first.
 
I don't think we can add an option to wear a helmet, and create an helmet equip slot.

That would show up on Van Buren, it isn`t possible in the Fallout2 engine though, as long as i know.
 
APTYP said:
IanOut can handle FO2 mods, right?
Wrong :(

IanOut is a completely new Engine and cannot handle Fallout II mods. I think it will never handle them, because we're just using the Fallout art not the the various system files of Fallout. But atm we're trying to develop a IanOut MapEditor that supports opening Fallout I / II maps and save them into IanOut format. This way, mods are quite easy to convert because I think mapping needs the most time; then you "just" have to do the scripting with Lua and the mod should work with IanOut :) The Editor will be a 'hack' of dims Mapper2 and Sztupy's current IanEd. If you're interested look here for more info:
http://www.nma-fallout.com/forum/viewtopic.php?t=8263
 
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