"Mutants Rising is a free, game-sized total conversion mod for Fallout 2, picking up the saga of the Chosen One 20 years after the events of Fallout 2. The Protagonist, who is an orphan in Cassidy's care, must find a way to replace Cassidy's failing heart, find the Chosen One, who has gone missing several years ago, stop an army of hostile mutants and look for information about his or her real parents."
This reveal is my attempt to garner enough interest to actually finish the mod. So I will be showing all of the game that we have been making for the last 10 years. The only thing left to finish is approximately 300 scripts, maybe 40% of the total scripts. The team has grown and dwindled over the years, currently there are only 3 people still chipping away at the mod. This is a call out for people who are familiar with Fallout scripting and who are willing to assist. Now before people get excited and offer, first look over what we have made and think about what's required. We don't want to teach people how to script, this is something you need from the get go. If you only half interested and aren't willing to commit to actually finish the game, don't bother replying. People who are interested please leave a message with Ardent, our lead designer / scripter, from there we will let you into the main website.
ardent.mutantsrising@gmail.com
Discord Server - https://discord.com/invite/xksN4KVx
The images and text I'm providing will be major spoilers for the game, each location will be shown in its own separate spoiler tag - basically in the order you would experience game, but the beauty of Fallout is you could go wherever you wanted and play the game however you wished. You will see the:
I will update the first page as I upload more images - locations, so keep visiting the first post to see Mutants Rising.
Towns
................................................
................................................
................................................
................................................
................................................
................................................
................................................
................................................
................................................
................................................
................................................
................................................
................................................
................................................
More soon...
This reveal is my attempt to garner enough interest to actually finish the mod. So I will be showing all of the game that we have been making for the last 10 years. The only thing left to finish is approximately 300 scripts, maybe 40% of the total scripts. The team has grown and dwindled over the years, currently there are only 3 people still chipping away at the mod. This is a call out for people who are familiar with Fallout scripting and who are willing to assist. Now before people get excited and offer, first look over what we have made and think about what's required. We don't want to teach people how to script, this is something you need from the get go. If you only half interested and aren't willing to commit to actually finish the game, don't bother replying. People who are interested please leave a message with Ardent, our lead designer / scripter, from there we will let you into the main website.
ardent.mutantsrising@gmail.com
Discord Server - https://discord.com/invite/xksN4KVx
The images and text I'm providing will be major spoilers for the game, each location will be shown in its own separate spoiler tag - basically in the order you would experience game, but the beauty of Fallout is you could go wherever you wanted and play the game however you wished. You will see the:
- Main Menu
- Main Map
- Talking Heads
- Town Descriptions
- Splash Screens
- Ending Screens
- Location Image
- The actual maps of every location
I will update the first page as I upload more images - locations, so keep visiting the first post to see Mutants Rising.
Towns
................................................
I. Elko
Description: Elko is a small, isolated town founded by the Chosen One some 20 years before the game starts. Elko's population is made up from the survivors of Vault 13 (now turned wastelanders), Arroyo tribals and various people who settled in town over the years. This is the very first town of the mod.
Technical information: After the mutant attack, Elko disappears from map, and instead - Destroyed Elko appears (the same trick as with Arroyo in Fallout 2);
Sub-locations: Elko Vault, Destroyed Elko, Shufflestop;
Expected level of the PC on arriving at the location: Lvl 1 in Elko, Lvl 2 in Elko Vault and Destroyed Elko, Lvl 3 in Shufflestop.
XP: About 6000 XP it total (Elko: 2000-2500 XP, Elko Vault: ~250 XP, Destroyed Elko: 200-400 XP, Shufflestop: ~3000 XP)
Number of marked quests: 16 (Elko: 12, Elko Vault: 2, Shufflestop: 2)
Notable equipment: Sharpened spear (Elko), Radio (Elko, Elko Vault), Zip-Gun (Shufflestop, Baxter), Flare Launcher (Shufflestop),
CNPCs: Cassidy (temp), Baxter (perm), Luigi Santiago (temp)
Enemies: rats, giant ants, silver geckos, small radscorpions, Matatu (no armor), pig rats, mole rat Ben, Ishmael (no armor), Luigi Santiago (leather jacket)
Karma titles: none;
Talking heads: Cassidy;
Cassidy
Main Town
Main Town Basements
Farm Area
Tribal Area
Cemetery Basement
Plateau
Plateau Cave
Destroyed Elko
Elko Vault
Elko Vault Level 2
Shuffleshop
Shuffleshop Sewers
Description: Elko is a small, isolated town founded by the Chosen One some 20 years before the game starts. Elko's population is made up from the survivors of Vault 13 (now turned wastelanders), Arroyo tribals and various people who settled in town over the years. This is the very first town of the mod.
Technical information: After the mutant attack, Elko disappears from map, and instead - Destroyed Elko appears (the same trick as with Arroyo in Fallout 2);
Sub-locations: Elko Vault, Destroyed Elko, Shufflestop;
Expected level of the PC on arriving at the location: Lvl 1 in Elko, Lvl 2 in Elko Vault and Destroyed Elko, Lvl 3 in Shufflestop.
XP: About 6000 XP it total (Elko: 2000-2500 XP, Elko Vault: ~250 XP, Destroyed Elko: 200-400 XP, Shufflestop: ~3000 XP)
Number of marked quests: 16 (Elko: 12, Elko Vault: 2, Shufflestop: 2)
Notable equipment: Sharpened spear (Elko), Radio (Elko, Elko Vault), Zip-Gun (Shufflestop, Baxter), Flare Launcher (Shufflestop),
CNPCs: Cassidy (temp), Baxter (perm), Luigi Santiago (temp)
Enemies: rats, giant ants, silver geckos, small radscorpions, Matatu (no armor), pig rats, mole rat Ben, Ishmael (no armor), Luigi Santiago (leather jacket)
Karma titles: none;
Talking heads: Cassidy;
Cassidy
Main Town
Main Town Basements
Farm Area
Tribal Area
Cemetery Basement
Plateau
Plateau Cave
Destroyed Elko
Elko Vault
Elko Vault Level 2
Shuffleshop
Shuffleshop Sewers
II. Dayglow
Description: Dayglow is a peaceful agricultural community where humans, ghouls and super mutants used to live in peace, at least until the mutants suddenly went crazy, caused ruckus in town and left into the unknown.
Technical information: None;
Sub-locations: Ackerman Ranch;
Expected level of the PC on arriving at the location: Lvl 3-4;
XP: 3500-4500
Number of marked quests: 15
Notable equipment: Pipe Rifle (Ackerman Ranch), Sledgehammer (Ackerman Ranch), Leather Jacket (Police station, Dayglow), 10mm pistol (shop), Flare Pistol, Rus Hardin's Revolver, Dynamite (shop);
CNPCs: Dogmeat (perm);
Enemies: small radscorpions, giant radscorpions, ghouls (no armor, leather jacket);
Karma titles: none;
Talking heads: Terrance;
Terrance
Dayglow Entrance
Dayglow South
Dayglow Ranch
Abandoned Farm
Abandoned Farm Basement
Description: Dayglow is a peaceful agricultural community where humans, ghouls and super mutants used to live in peace, at least until the mutants suddenly went crazy, caused ruckus in town and left into the unknown.
Technical information: None;
Sub-locations: Ackerman Ranch;
Expected level of the PC on arriving at the location: Lvl 3-4;
XP: 3500-4500
Number of marked quests: 15
Notable equipment: Pipe Rifle (Ackerman Ranch), Sledgehammer (Ackerman Ranch), Leather Jacket (Police station, Dayglow), 10mm pistol (shop), Flare Pistol, Rus Hardin's Revolver, Dynamite (shop);
CNPCs: Dogmeat (perm);
Enemies: small radscorpions, giant radscorpions, ghouls (no armor, leather jacket);
Karma titles: none;
Talking heads: Terrance;
Terrance
Dayglow Entrance
Dayglow South
Dayglow Ranch
Abandoned Farm
Abandoned Farm Basement
III. Wendover
Description: Wendover is a pre-war highway truck stop re-settled and made into a trader town on the way towards Salt Lake City. There's a wacky religious cult in Wendover, a band of slavers and two other gangs of wastelanders. The town is very atomized, but will have to either come together before the imminent mutant attack or be destroyed.
Technical information: Wendover may be attacked by mutants; Either a "destroyed" version of town will have to be displayed, as in Elko, or one of the maps will need to switch the player's location on entry (like in V15 in F2);
Sub-locations: Norman Vault;
Expected level of the PC on arriving at the location: Lvl 5;
XP: 4800-7600
Number of marked quests: 19
Notable equipment: Hunting Rifle (shop), Scoped Hunting Rifle (upgrade at Valerie's), .44 Desert Eagle (shop and Norman quests), Ext. Mag. Desert Eagle (upgrade at Valerie's), Shotgun (Normans), Assault Rifle (later Norman quest), Mean Kicker (slavers, shop), Throwing Spear (slavers, shop), Spiked Knuckles (shop), Jury-rigged laser pistol (Stingers), Flame Pistol (Stingers), Crowbar, Hatchet, Tire Iron (slavers, shop), Harpoon Gun (unique item, slavers' loot), Ballistic Fist (shop, special conditions);
CNPCs: Doc Camden (perm); Owen (temp); Candice (temp);
Enemies: slavers (leather armor), gangers (leather jacket), Normans (robes), Supermutants (after the town's destruction);
Karma titles: Religious Nut;
Talking heads: Zachariah Mullen;
Zachariah Mullen
Slaver Camp
Main Town
Church Basement
Airfield - Junkyard
Airfield Basement
Control Tower
Norman Vault Main Entrance
Norman Vault Back Entrance
Norman Vault
Description: Wendover is a pre-war highway truck stop re-settled and made into a trader town on the way towards Salt Lake City. There's a wacky religious cult in Wendover, a band of slavers and two other gangs of wastelanders. The town is very atomized, but will have to either come together before the imminent mutant attack or be destroyed.
Technical information: Wendover may be attacked by mutants; Either a "destroyed" version of town will have to be displayed, as in Elko, or one of the maps will need to switch the player's location on entry (like in V15 in F2);
Sub-locations: Norman Vault;
Expected level of the PC on arriving at the location: Lvl 5;
XP: 4800-7600
Number of marked quests: 19
Notable equipment: Hunting Rifle (shop), Scoped Hunting Rifle (upgrade at Valerie's), .44 Desert Eagle (shop and Norman quests), Ext. Mag. Desert Eagle (upgrade at Valerie's), Shotgun (Normans), Assault Rifle (later Norman quest), Mean Kicker (slavers, shop), Throwing Spear (slavers, shop), Spiked Knuckles (shop), Jury-rigged laser pistol (Stingers), Flame Pistol (Stingers), Crowbar, Hatchet, Tire Iron (slavers, shop), Harpoon Gun (unique item, slavers' loot), Ballistic Fist (shop, special conditions);
CNPCs: Doc Camden (perm); Owen (temp); Candice (temp);
Enemies: slavers (leather armor), gangers (leather jacket), Normans (robes), Supermutants (after the town's destruction);
Karma titles: Religious Nut;
Talking heads: Zachariah Mullen;
Zachariah Mullen
Slaver Camp
Main Town
Church Basement
Airfield - Junkyard
Airfield Basement
Control Tower
Norman Vault Main Entrance
Norman Vault Back Entrance
Norman Vault
IV. NCR15
Description: NCR 15 is the modern day Vault 15 - a stronghold for NCR. The vault is completely picked clean (as it should be by now). The town is completely in turmoil after being attacked by mutants. Few survivors are left.
Technical information: n/a;
Sub-locations: NCR Farm; Darwin's Ranch;
Expected level of the PC on arriving at the location: Lvl 4 if coming during one of Dayglow missions, otherwise probably around Lvl 5-6;
XP: 6500-9500
Number of marked quests: 14
Notable equipment: .44 Desert Eagle (cops), Shock Baton (cops), Assault Rifle (NCR military), Shotgun (Diaz's men), various melee and unarmed weapons (Diaz's men); Leather armor (quest reward);
CNPCs: Snake (temp);
Enemies: rats, radroaches (V15), looters (leather jacket), NCR police (combat leather jacket and combat armor), one would be mobster and his thugs;
Karma titles: none;
Talking heads: none;
Town Entrance
NCR 15 Town
Town Basements
Darwin's Ranch
Vault Entrance
Farm
Vault Level 1
Vault Level 2
Vault Level 3
Description: NCR 15 is the modern day Vault 15 - a stronghold for NCR. The vault is completely picked clean (as it should be by now). The town is completely in turmoil after being attacked by mutants. Few survivors are left.
Technical information: n/a;
Sub-locations: NCR Farm; Darwin's Ranch;
Expected level of the PC on arriving at the location: Lvl 4 if coming during one of Dayglow missions, otherwise probably around Lvl 5-6;
XP: 6500-9500
Number of marked quests: 14
Notable equipment: .44 Desert Eagle (cops), Shock Baton (cops), Assault Rifle (NCR military), Shotgun (Diaz's men), various melee and unarmed weapons (Diaz's men); Leather armor (quest reward);
CNPCs: Snake (temp);
Enemies: rats, radroaches (V15), looters (leather jacket), NCR police (combat leather jacket and combat armor), one would be mobster and his thugs;
Karma titles: none;
Talking heads: none;
Town Entrance
NCR 15 Town
Town Basements
Darwin's Ranch
Vault Entrance
Farm
Vault Level 1
Vault Level 2
Vault Level 3
V. Las Vegas
Description: The largest town in the region, an important industrial complex and a resort all at the same time. Las Vegas is threatened by the approaching mutant army and Dude's actions will lead either to a successful defence or to the city's downfall.
Technical information: The PC is very likely to return several times to Las Vegas, and its quests will be designed for a wide range of player levels; You can end the game prematurely in Las Vegas, if you are kidnapped by the Organ Leggers and made their unconscious donor.
Sub-locations: Junkjacker Den;
Expected level of the PC on arriving at the location: Lvl 6-7;
XP: We should aim for around 25000-40000 XP
Number of marked quests: 30
Notable equipment: A wide variety of items, the availability of which will change over time; Some readily available equipment will most likely include: metal armor, assault rifle, flamer, laser pistol, shotgun, lockpicks, geiger counter etc.
CNPCs: Fernando the Kid (perm); Elvin (temp);
Enemies: many various opponents - TBD;
Karma titles: A karma title for each main Don - TBD;
Talking heads: Dirty Dirk;
Dirty Dirk
City Entrance
City Entrance Sewers
Star Bar
Star Bar Level 2
Star Bar Sewers
Casino Strip
Casino Strip Level 2
Casino Strip Sewers
Las Vegas Industrial
Las Vegas Industrial Level 2
Las Vegas Industrial Sewers
Las Vegas Farm
Las Vegas Ruins - Ghoul Town
Ghoul Town Sewers
Junkjacker Den
Junkjacker Den Level 2
Junkjacker Den Basement Car Park
Description: The largest town in the region, an important industrial complex and a resort all at the same time. Las Vegas is threatened by the approaching mutant army and Dude's actions will lead either to a successful defence or to the city's downfall.
Technical information: The PC is very likely to return several times to Las Vegas, and its quests will be designed for a wide range of player levels; You can end the game prematurely in Las Vegas, if you are kidnapped by the Organ Leggers and made their unconscious donor.
Sub-locations: Junkjacker Den;
Expected level of the PC on arriving at the location: Lvl 6-7;
XP: We should aim for around 25000-40000 XP
Number of marked quests: 30
Notable equipment: A wide variety of items, the availability of which will change over time; Some readily available equipment will most likely include: metal armor, assault rifle, flamer, laser pistol, shotgun, lockpicks, geiger counter etc.
CNPCs: Fernando the Kid (perm); Elvin (temp);
Enemies: many various opponents - TBD;
Karma titles: A karma title for each main Don - TBD;
Talking heads: Dirty Dirk;
Dirty Dirk
City Entrance
City Entrance Sewers
Star Bar
Star Bar Level 2
Star Bar Sewers
Casino Strip
Casino Strip Level 2
Casino Strip Sewers
Las Vegas Industrial
Las Vegas Industrial Level 2
Las Vegas Industrial Sewers
Las Vegas Farm
Las Vegas Ruins - Ghoul Town
Ghoul Town Sewers
Junkjacker Den
Junkjacker Den Level 2
Junkjacker Den Basement Car Park
VI. Khans
Description: The Khans is an abandoned coal mine settled by the restituated raider klan known as the Khans. The Khans are essentially a bad-guy faction, and doing quests for them means evil karma. This location is either found by doing a mission for Dirty Dirk, or has to be found on foot. Information that the Khan territory extends east of Wendover is available in several towns before.
Technical information: n/a;
Sub-locations: Caravan Ambush Area; Fake Khans' Base; Bakersfield Outpost; Armor Caravan;
Expected level of the PC on arriving at the location: Lvl 8-9;
XP: 8800-14000
Number of marked quests: 11
Notable equipment: Tommy Gun, Little Tom (shop), M60, Laser Rifle (shop, when Kahgan's Hand), Explosive Spear (Fake Khans); Throwing Hatchet (Fake Khans); Service Rifle (NCR military/rangers); Black Armor (NCR Rangers); Combat Shotgun (NCR Rangers); 14mm Pistol (NCR Troopers); Cattle Prod (NCR Troopers); Sniper Rifle (end reward); Rocket Launcher (end reward); Ballistic Fist (end reward); Tesla Lance (end reward); Laser Rifle Ext. Cap. (end reward);
CNPCs: none;
Enemies: Fake Khans (leather jacket), NCR Troopers (Combat Armor), NCR Rangers (Combat Armor), Muerte Legion (Metal Armor);
Karma titles: Kahgan's Hand;
Talking heads: Kahgan;
Kahgan
Khan Entrance
Khan Cave
Kahgan's Cave
Fighting Cage
Vault 22 Entrance
Caravan Ambush Area
Bakersfield Outpost
Armor Caravan
Fake Khans' Base
Description: The Khans is an abandoned coal mine settled by the restituated raider klan known as the Khans. The Khans are essentially a bad-guy faction, and doing quests for them means evil karma. This location is either found by doing a mission for Dirty Dirk, or has to be found on foot. Information that the Khan territory extends east of Wendover is available in several towns before.
Technical information: n/a;
Sub-locations: Caravan Ambush Area; Fake Khans' Base; Bakersfield Outpost; Armor Caravan;
Expected level of the PC on arriving at the location: Lvl 8-9;
XP: 8800-14000
Number of marked quests: 11
Notable equipment: Tommy Gun, Little Tom (shop), M60, Laser Rifle (shop, when Kahgan's Hand), Explosive Spear (Fake Khans); Throwing Hatchet (Fake Khans); Service Rifle (NCR military/rangers); Black Armor (NCR Rangers); Combat Shotgun (NCR Rangers); 14mm Pistol (NCR Troopers); Cattle Prod (NCR Troopers); Sniper Rifle (end reward); Rocket Launcher (end reward); Ballistic Fist (end reward); Tesla Lance (end reward); Laser Rifle Ext. Cap. (end reward);
CNPCs: none;
Enemies: Fake Khans (leather jacket), NCR Troopers (Combat Armor), NCR Rangers (Combat Armor), Muerte Legion (Metal Armor);
Karma titles: Kahgan's Hand;
Talking heads: Kahgan;
Kahgan
Khan Entrance
Khan Cave
Kahgan's Cave
Fighting Cage
Vault 22 Entrance
Caravan Ambush Area
Bakersfield Outpost
Armor Caravan
Fake Khans' Base
VII. Vault 22
Description: Vault 22 is an inhabited Vault discovered by the Player Character by chance during one of the quests for the Khans. It currently serves as a bio/genetics lab for a certain Dr Greenwood who likes to call herself the Ghoul Queen. There are other groups in the Vault too, and they are all fighting for survival.
Technical information: This area is accessible at Level 12 at the earliest, due to the fact that the Player will be trapped here and must have means to tackle the quests; Also, this is where you can end the game prematurely, playing a dumb character and letting yourself be transformed into a trog.
Sub-locations: none;
Expected level of the PC on arriving at the location: Lvl 12;
XP: 6000-8000
Number of marked quests: 8
Notable equipment: Trog Spear, Pump Action Shotgun, Laser Pistol, Plasma Grenade, Electronic Lockpick, Longevity Formula, Plastic Explosives, Micro-fusion cell;
CNPCs: none;
Enemies: Radroaches, Mad Dogs (Metal Armor), admins (no armor), kids (no armor), automatic turrets, trogs;
Karma titles: none;
Talking heads: Ghoul Queen;
Ghoul Queen
Vault 22 Level 1
Vault 22 Level 2
Vault 22 Prison
Vault 22 Surface
Description: Vault 22 is an inhabited Vault discovered by the Player Character by chance during one of the quests for the Khans. It currently serves as a bio/genetics lab for a certain Dr Greenwood who likes to call herself the Ghoul Queen. There are other groups in the Vault too, and they are all fighting for survival.
Technical information: This area is accessible at Level 12 at the earliest, due to the fact that the Player will be trapped here and must have means to tackle the quests; Also, this is where you can end the game prematurely, playing a dumb character and letting yourself be transformed into a trog.
Sub-locations: none;
Expected level of the PC on arriving at the location: Lvl 12;
XP: 6000-8000
Number of marked quests: 8
Notable equipment: Trog Spear, Pump Action Shotgun, Laser Pistol, Plasma Grenade, Electronic Lockpick, Longevity Formula, Plastic Explosives, Micro-fusion cell;
CNPCs: none;
Enemies: Radroaches, Mad Dogs (Metal Armor), admins (no armor), kids (no armor), automatic turrets, trogs;
Karma titles: none;
Talking heads: Ghoul Queen;
Ghoul Queen
Vault 22 Level 1
Vault 22 Level 2
Vault 22 Prison
Vault 22 Surface
VIII. Groom Lake
Description: A divided town tucked away behind inhospitable wastelands, standing guard over the dark secrets of the old world. The town is on the brink of all-out civil war which the Player Character can either help prevent or help ignite the first real sparks.
Technical information: n/a;
Sub-locations: Abandoned Trading Post, Area 51;
Expected level of the PC on arriving at the location: Lvl 12-13;
XP: 7500-12000
Number of marked quests: 22
Notable equipment: Miranda (Modded 223. Pistol), Mason's Sniper (Modded Sniper Rifle), Combat Armor (should be available at the Area 51 Garrison or/and as loot), Service Rifles (as Combat Armor), Special Flamer (Area 51 to battle the Xenos effectively), Thermo-Herder, Hatchet;
CNPCs: Damien Pickett (temp);
Enemies: GL Militia (Leather Armor Mk II and Combat Armor), Kristinos Thugs (Combat Leather Jackets + Mar w/ Metal Armor Mk II), Mason's Proletarian Guard (no armor, Combat Leather Jacket, Metal Armor), Attacks Dogs (GL Militia), Wanamingos/Xenos (Area 51 + Side-quest), Radiation (Area 51);
Karma titles: Proletarian Vanguard, Unscrupulous Mercenary, Honorary Deputy, Flunky;
Talking heads: Murray Forks;
Murray Forks
Groom Lake Entrance
Groom Lake Trading Post
Groom Lake West
Groom Lake West Basement
Groom Lake Salt Flats
Abandoned Trading Post
Area 51 Entrance
Area 51 Level 2
Area 51 Level 3
Description: A divided town tucked away behind inhospitable wastelands, standing guard over the dark secrets of the old world. The town is on the brink of all-out civil war which the Player Character can either help prevent or help ignite the first real sparks.
Technical information: n/a;
Sub-locations: Abandoned Trading Post, Area 51;
Expected level of the PC on arriving at the location: Lvl 12-13;
XP: 7500-12000
Number of marked quests: 22
Notable equipment: Miranda (Modded 223. Pistol), Mason's Sniper (Modded Sniper Rifle), Combat Armor (should be available at the Area 51 Garrison or/and as loot), Service Rifles (as Combat Armor), Special Flamer (Area 51 to battle the Xenos effectively), Thermo-Herder, Hatchet;
CNPCs: Damien Pickett (temp);
Enemies: GL Militia (Leather Armor Mk II and Combat Armor), Kristinos Thugs (Combat Leather Jackets + Mar w/ Metal Armor Mk II), Mason's Proletarian Guard (no armor, Combat Leather Jacket, Metal Armor), Attacks Dogs (GL Militia), Wanamingos/Xenos (Area 51 + Side-quest), Radiation (Area 51);
Karma titles: Proletarian Vanguard, Unscrupulous Mercenary, Honorary Deputy, Flunky;
Talking heads: Murray Forks;
Murray Forks
Groom Lake Entrance
Groom Lake Trading Post
Groom Lake West
Groom Lake West Basement
Groom Lake Salt Flats
Abandoned Trading Post
Area 51 Entrance
Area 51 Level 2
Area 51 Level 3
IX. Cedar City
Description: Cedar city is one of the current strongholds of the BOS after their previous base was destroyed by an earthquake (although it was in fact destroyed by sabotage). The whole base is full of darker undertones with much more going on behind the scenes than meets the eyes.
Technical information: n/a;
Sub-locations: Fort Skrap;
Expected level of the PC on arriving at the location: Lvl 14;
XP: We should aim for 10000-15000;
Number of marked quests: 16;
Notable equipment: Power Armor, advanced weaponry (to be determined), combat implants;
CNPCs: Father Malkin (perm);
Enemies: Radiation (Fort Skrap), fire geckos/giant roaches (Fort Skrap), humans (Combat Armor mk.II / Power Armor), one mad mutant ;
Karma titles: most likely, a series of reputations denoting Dude's rank in the Brotherhood (Initiate, Knight, Paladin etc.);
Talking heads: Sgt. Weathers;
Sgt. Weathers
Cedar City Outskirts
Outskirts Sewers
BOS Base
BOS Base Level 2
Sewers/Hidden Base
Cedar City Slums
Cedar City Slums Sewers
Mines Level 1
Mines Level 2
Mines Level 3
Caves
Caves Level 2
Caves Level 3
Description: Cedar city is one of the current strongholds of the BOS after their previous base was destroyed by an earthquake (although it was in fact destroyed by sabotage). The whole base is full of darker undertones with much more going on behind the scenes than meets the eyes.
Technical information: n/a;
Sub-locations: Fort Skrap;
Expected level of the PC on arriving at the location: Lvl 14;
XP: We should aim for 10000-15000;
Number of marked quests: 16;
Notable equipment: Power Armor, advanced weaponry (to be determined), combat implants;
CNPCs: Father Malkin (perm);
Enemies: Radiation (Fort Skrap), fire geckos/giant roaches (Fort Skrap), humans (Combat Armor mk.II / Power Armor), one mad mutant ;
Karma titles: most likely, a series of reputations denoting Dude's rank in the Brotherhood (Initiate, Knight, Paladin etc.);
Talking heads: Sgt. Weathers;
Sgt. Weathers
Cedar City Outskirts
Outskirts Sewers
BOS Base
BOS Base Level 2
Sewers/Hidden Base
Cedar City Slums
Cedar City Slums Sewers
Mines Level 1
Mines Level 2
Mines Level 3
Caves
Caves Level 2
Caves Level 3
X. Red Sands
Description: Red Sands is a pre-war air force base resettled by a mysterious and powerful faction from the east known as Vermillion League. The mutant army has overrun the facility in order to obtain weapons and ammo to continue the attacks and to launch a full-scale onslaught on Las Vegas.
Technical information: n/a;
Sub-locations: none;
Expected level of the PC on arriving at the location: Lvl 15-16;
XP: 12000-20000;
Number of marked quests: 6
Notable equipment: Hardened Power Armor (high Science and Repair required - and a suit of Power Armor ofc), Gauss Pistol (given by Corben), advanced weaponry (to be determined)
CNPCs: none;
Enemies: Super Mutants; Radiation;
Karma titles: none;
Talking heads: GAX;
GAX
Red Sands Entrance
Red Sands Level 1
Red Sands Level 2
Red Sands Level 3
Description: Red Sands is a pre-war air force base resettled by a mysterious and powerful faction from the east known as Vermillion League. The mutant army has overrun the facility in order to obtain weapons and ammo to continue the attacks and to launch a full-scale onslaught on Las Vegas.
Technical information: n/a;
Sub-locations: none;
Expected level of the PC on arriving at the location: Lvl 15-16;
XP: 12000-20000;
Number of marked quests: 6
Notable equipment: Hardened Power Armor (high Science and Repair required - and a suit of Power Armor ofc), Gauss Pistol (given by Corben), advanced weaponry (to be determined)
CNPCs: none;
Enemies: Super Mutants; Radiation;
Karma titles: none;
Talking heads: GAX;
GAX
Red Sands Entrance
Red Sands Level 1
Red Sands Level 2
Red Sands Level 3
XI. Radiocity
Description: Radiocity is a pre-war media and propaganda center. It was a location of prestige, where all major media companies had their establishments, as well as a number of government bodies and agencies. Currently, the city is occupied by the mutant army, and the Poseidon Broadcast Station specifically is used as a base of operations by Morrow, his associates and his minions.
Technical information: n/a;
Sub-locations: none;
Expected level of the PC on arriving at the location: Lvl 17-18;
XP: 20000-30000;
Number of marked quests: TBD
Notable equipment: AA Machine Gun (Brute), many other high-end weaponrary (TBD);
CNPCs: Brute (temp);
Enemies: Super Mutants; Automatic turrets and traps;
Karma titles: none;
Talking heads: Morrow;
Morrow
Radiocity Entrance
Radiocity Level 2
Radiocity Level 3
Radiocity Subway Station
Radiocity Subway Maintenance
Mt. Grafton Station
Mt. Grafton National Research Complex
Research Complex Interior
Research Complex Interior Level 2
Research Complex Roof
Research Complex Basement
Description: Radiocity is a pre-war media and propaganda center. It was a location of prestige, where all major media companies had their establishments, as well as a number of government bodies and agencies. Currently, the city is occupied by the mutant army, and the Poseidon Broadcast Station specifically is used as a base of operations by Morrow, his associates and his minions.
Technical information: n/a;
Sub-locations: none;
Expected level of the PC on arriving at the location: Lvl 17-18;
XP: 20000-30000;
Number of marked quests: TBD
Notable equipment: AA Machine Gun (Brute), many other high-end weaponrary (TBD);
CNPCs: Brute (temp);
Enemies: Super Mutants; Automatic turrets and traps;
Karma titles: none;
Talking heads: Morrow;
Morrow
Radiocity Entrance
Radiocity Level 2
Radiocity Level 3
Radiocity Subway Station
Radiocity Subway Maintenance
Mt. Grafton Station
Mt. Grafton National Research Complex
Research Complex Interior
Research Complex Interior Level 2
Research Complex Roof
Research Complex Basement
The random maps are based on the maps from the Restoration Project, but have been refined. Unnecessary clutter has been removed, the maps feel more sparse. The coastal maps have been changed into river/pond maps, the main map has no coastal areas.
The mountain maps have their 'cliff edge' returned, something I unfortunately removed from the Restoration Project maps, live and learn.
The city maps have new ground tiles, hopefully they improve the feel of the location.
There are 4 special random maps where the player has the choice to use as a permanent base to store their items. Each is meant to have a story attached to them as well as a small chance of encountering a bunch of raiders.
The Chapel
The Gas Station
The Farm
Abandoned home
Abandoned home - Hidden Bunker.
The game will have a series of 'special' encounters, nothing too silly, or too over the top.
Planet of the Apes homage
One location has a series of increasingly difficult Deathclaws spawning in. The place offers the player the chance to farm experience, but at a very high risk.
The Reactor
The Reactor spawning pond
The mountain maps have their 'cliff edge' returned, something I unfortunately removed from the Restoration Project maps, live and learn.
The city maps have new ground tiles, hopefully they improve the feel of the location.
There are 4 special random maps where the player has the choice to use as a permanent base to store their items. Each is meant to have a story attached to them as well as a small chance of encountering a bunch of raiders.
The Chapel
The Gas Station
The Farm
Abandoned home
Abandoned home - Hidden Bunker.
The game will have a series of 'special' encounters, nothing too silly, or too over the top.
Planet of the Apes homage
One location has a series of increasingly difficult Deathclaws spawning in. The place offers the player the chance to farm experience, but at a very high risk.
The Reactor
The Reactor spawning pond
More soon...
Last edited: