To date, Fallout Nevada remains the largest and most complete classic Fallout total conversion set within the Fallout universe. Unlike Fallout 1.5, the world map is full-size and contains a number of locations comparable to Fallout 2. Unlike Olympus 2207, the game's world is lore-friendly with Fallout. Unlike Last Hope, there are custom assets including talking heads (actually, silent heads). Unlike Fallout Sonora, the game can be played in English.
That all being said, there remains a number of cut or unresolved locations, quest lines, and bugs within the current release Nevada Extended 2.0.3.3. The previous release v0.99 and the design documents on Nevada Band's website also contain some significant differences with the finished product.
This OP is by no means extensive, but serves as a catalog of some of the most significant content that could be restored or enhanced within Fallout Nevada. There are documents in detail at http://fallout-nevada.ucoz.ru/ that give an overview of what the developers had to leave out. Here are some highlights:
Main Plot
This doesn't even begin to scratch the ideas presented in the "director's cut" design doc, but is meant to spark a discussion. Is Fallout Nevada complete as is, or is it worth revisiting some of the removed ideas?
That all being said, there remains a number of cut or unresolved locations, quest lines, and bugs within the current release Nevada Extended 2.0.3.3. The previous release v0.99 and the design documents on Nevada Band's website also contain some significant differences with the finished product.
This OP is by no means extensive, but serves as a catalog of some of the most significant content that could be restored or enhanced within Fallout Nevada. There are documents in detail at http://fallout-nevada.ucoz.ru/ that give an overview of what the developers had to leave out. Here are some highlights:
Main Plot
- The Fallout Nevada 2.0 document gives a protracted overview of a polished main questline that would have been made at the cost of a lot of side content. Many people agree that the main quest of Fallout Nevada is the game's weakest part, and is at times incomprehensible. Polishing the quest without sacrificing the side content is probably feasible, but controversial.
- The dream sequence prologue has been described as irrelevant to the game. The design doc provides two alternate prologue sequences.
- There was supposed to be a second cinematic when the player exits Vault 8 in the modern day. This probably can't be restored without getting the cinematic from BlackDesigner.
- Post-ending quests were to be available from Sgt. Graves.
- Based on the cut content design document, Black Rock was supposed to have two more zones. An NPC described as an agent of Vault City was present in one zone and gave out quests to the player. There was also a quarry inhabited by horned ghouls.
- Ogima Black Cloud was supposed to have a talking head.
- The radio station could be used to prank call Roger Maxson, harkening back to Fallout 2.
- The quests given out by Big Louis were to be rearranged so that Hawthorne came last.
- An idea was that when the player joins Big Louis they would be marked so that most NPCs would become hostile/aloof, but this was seen as infeasible and not fun.
- Reno is full of cut content, being the largest area in the game. There were a lot of alternate ideas for the crime families and how their content progressed, and some expository dialog/timelines on the city's history.
- A few quests were cut here, including raider bases that the player could go on quests to exterminate.
- The vault deathclaws in the translation are referred to as tarantulas; either they need new frames or this needs to be corrected.
- A quest to clear out the deathclaws is still in the game's files.
- A village meant to be between Wind of War and New Vegas. Some zones are still in the game's files.
- In conflict with Wind of War; most of the settlers are refugees from the soldiers there. Potential to start a war with the soldiers.
- There were supposed to be a lot more merchants in the Clean City.
- A representative of Wind of War was meant to be in the Clean City; compared to Moore from F2.
- Some more quests in the casino, and a talking head at Hard Rock Cafe.
- A mechanical bull rodeo at Hard Rock Cafe.
- New zone controlled entirely by the Kings.
- Extra quests from Hoover Dam and the Nursery.
- There was supposed to be another zone in Area 51 with bonus items.
- The origin for the wanamingos is technically lore-unfriendly unless it is taken that the writer of the log was incorrect.
- Connected to the gecko-hunting in Gerlach and mentioned by a few NPCs. Large hunting village west of Salt Lake City. There's a dedicated design doc for it.
- There were additional quests featuring conflict between the Sheriff and the local Mormons.
- The train stations throughout Nevada and Utah were supposed to be maglevs and to be redrawn in 50s futurism style; this would need new graphics.
- Access to some private family shelters for the Mormons was a cut zone.
- On an island in the Salt Lake, there was to be a family estate/bunker where the descendant of Salt Lake City's pre-war mayor lived. This idea dated back to the Alpha. He gave out quests rivaling the Sheriff.
- There were a lot of cut quests expanding on the nuka-cola plant.
- Ogden, Utah was to be home to a Mormon temple serving as the remaining head of the religion in the post-war. There were conflicts over how to implement this and whether they should have been real Mormons or a separatist group.
- North of Salt Lake, the source of all the robot encounters on the road from Salt Lake City to Battle Mountain. Another dungeon similar to Area 51 and Hawthorne; T51-B and Fallout 2's implants were here.
- A desert ranger outpost featuring Tycho is discussed in one of the docs. In general, there are some connections to the plot of Fallout 1 that go neglected (the Hub merchant wars, Lewis Birch and Hardy, Harold.) Would be great to see these tightened and integrated into the main plot.
- The cut content design doc gives some ideas for UI changes and new perks.
- There are no companions in the final game, but a Canadian fugitive is one possible companion described in the design docs.
- The talking heads are unvoiced, but would it be possible to voice them and add lip files? It's been done for F2RP.
- The design doc has a lot of cut graphics; if they're not in the game files, one would need to reach out to BlackDesigner to restore them.
This doesn't even begin to scratch the ideas presented in the "director's cut" design doc, but is meant to spark a discussion. Is Fallout Nevada complete as is, or is it worth revisiting some of the removed ideas?