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Vapourware Fallout 4 Total Conversions - Now with Fallout: London out and a Vault 13 Demo

Which Fo4 TCs do you believe will make it to release?

  • Fallout 4: New Vegas

    Votes: 24 19.2%
  • Fallout: Miami

    Votes: 13 10.4%
  • Fallout: Cascadia

    Votes: 5 4.0%
  • Fallout 4: Capital Wasteland

    Votes: 7 5.6%
  • Fallout: London

    Votes: 22 17.6%
  • Fallout 4: Liberty Hell

    Votes: 0 0.0%
  • Fallout 4: Project Arroyo

    Votes: 5 4.0%
  • None, but I still wanna kingcomrade.

    Votes: 72 57.6%

  • Total voters
    125
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Since the F4NV team have to redub the whole game, would it be possible for a totally unrelated third party to make a mod to replace the redub with the original voices?
Redubbing is a complete waste of time, easier to just create an automatic conversion tool that requires owning FNV.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,698
Since the F4NV team have to redub the whole game, would it be possible for a totally unrelated third party to make a mod to replace the redub with the original voices?
Theoretically, yes, but Bethesda may or may not strike it down with a C&D.

Redubbing is a complete waste of time, easier to just create an automatic conversion tool that requires owning FNV.
This was explicitly rejected by Bethesda. A TCW developer reached out to ask whether a VO port from a legitimate local copy of the original would be okay, and they said no. It's speculated that this is due to licensing terms with the voice actors' union.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,698
Okay, this one's worth a Breaking News update - I don't exactly what it is and I don't exactly what it intends to be, but unlike F4NV, Project Mojave actually is. Like right now. Partly. Sort of. The release here, quoted at 4 months of work, looks like a demo/partial port of New Vegas as a straight expansion for Fallout 4.

55215-1635015233-1008225126.png


Choice quotes from the description:
This is Project Mojave, a project thats been worked on by HcG x Grill, TheFriedturkey, C411um13 and MrColonelMustard. This release is a Early Access look at our vision for the Mojave Wasteland in Fallout 4s Engine faithfully recreated and updated. In this you will be able to explore the lower half of the map for now...

[...]

Travelling to the Mojave

Head south from Breakheart Banks in the Commonwealth and you will get a quest trigger to investigate the dead Institute Scientist.

Features
- Full remake of the New Vegas strip, including 3 functional casinos
- Remake of roughly a quarter of the map (around Ivanpah Drylake and the I15)
- 10 Custom Creatures (3 Brand new ones)
- 800+ brand new remade assets.
- 3 Player homes
- 3 Fully functional casino games - Can be built at workshops and played in the casinos on the New Vegas Strip!
- 3 New Workshops located in the Mojave Wasteland
- 20+ Brand new weapons and 13 unique
- 50+ New apparel items including hats and outfits
- New constructible objects for settlements
- MCM support with a few options pertaining to Casinos (such as disabling weapon removal on entry)

I'm gonna stick this one in the OP. Who knows, chances are typically slim but maybe. I've actually got a couple more updates to post in here but it's late and I got shit to do tomorrow, I just made an exception with this one so I can beat the YouTubers to the punch.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,698
Okay, Codex, I know you've all been waiting with baited breath for my update on megamods for your favourite Fallout game. I was holding off for F4NV's content showcase this month, so here it is. Let's take things cronologically...


Fallout: London would like to take the opportunity to remind us all that there is such a thing as trying too hard with their new Official Reveal Trailer.



Dial it down, mate. Seriously.


Next up, Fallout: Cascadia sings Still Alive presents its latest content showcase. The presentation is respectable, but honestly, the little content it features doesn't inspire much confidence.




And then we've got another seasonal video update from the Fallout: Miami team consisting of a progress log and some new exploration footage. There's some encouraging info in there, nowhere near the final stretch but it does appear to be keeping a steady pace.






Last and sadly least, Fallout 4 New Vegas... And my content update here looks like it's gonna be more substantial than their official one, since all we got is a handful of renders and screenshots on Facebook, as well as a few words saying that 2021 was tough on account of the pandemic, but work has now returned to normal.



Unfortunately, that doesn't appear to be the full story and skimming the comments tab on Project Mojave above turned up some internal drama. It looks like Mojave's authors (who are also in the Capital Wasteland project) were indeed contributing assets to F4NV but left over "undisclosed complications." It's 1054 AD all over again. Another interesting bit is that Team F4NV has put an embargo on any further Nexus releases, I presume over the latters' decision to effectively nationalise all the mods. If any of you have a Discord account, it might certainly be interesting to find out what's going on with F4NV right now.

This is all quite concerning for the prospect of seeing a proper New Vegas on Fallout 4 anymore. F4NV looks like it just lost a metric ton of assets this year and, on the other side of the barricade, Project Mojave's small splinter group don't state their ambitions all that clearly nor does their pitch have the same level of polish (say what you will about F4NV, that was one slick-looking pipe dream).


All in all, this batch of updates doesn't look too hot. Miami still looks like the most likely to release from this lot, albeit with no solid timeline in sight, while the credit rating on F4NV just took a stinging downgrade.
 

GrafvonMoltke

Shoutbox Purity League
Shitposter
Joined
Dec 2, 2016
Messages
2,527
Location
Land of the Great Steppe
Okay, Codex, I know you've all been waiting with baited breath for my update on megamods for your favourite Fallout game. I was holding off for F4NV's content showcase this month, so here it is. Let's take things cronologically...


Fallout: London would like to take the opportunity to remind us all that there is such a thing as trying too hard with their new Official Reveal Trailer.



Dial it down, mate. Seriously.


That was the most gloriously cringe thing I've seen in ages. Can't wait.
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,200
Unfortunately, that doesn't appear to be the full story and skimming the comments tab on Project Mojave above turned up some internal drama. It looks like Mojave's authors (who are also in the Capital Wasteland project) were indeed contributing assets to F4NV but left over "undisclosed complications." It's 1054 AD all over again. Another interesting bit is that Team F4NV has put an embargo on any further Nexus releases, I presume over the latters' decision to effectively nationalise all the mods. If any of you have a Discord account, it might certainly be interesting to find out what's going on with F4NV right now.

Because it's not a massive mod project if it doesn't crash and burn because of drama over irrelevant shit.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,698
Last edited:

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,698
Well, one of those "coming soon" packages just dropped, the Capital Wasteland's project standalone Fallout 4 Point Lookout DLC is out. I actually missed it on the Nexus, but JuiceHead's video popped up in my YouTube feed.



And this is apparently content-complete*. With the asterisk meaning it's not completely content-complete, of course, since there are some "missing voice acting/voicelines for a few minor Point Lookout NPCs" which will be coming in a later patch. But everything else is supposed to be in. I say good deal, since it's been "coming soon" since spring of last year, if I recall correctly. I'm actually quite chuffed for this, never got around to the original Fallout 3 DLCs.
 

Alphons

Cipher
Joined
Nov 20, 2019
Messages
2,616
Have they also ported enemies doing extra 35 unstoppable damage per pellet fired from shotgun?
 

The Dutch Ghost

Arbiter
Joined
May 26, 2016
Messages
685
Actually impressive that a mod group managed to finish a project like this.
I don't give a crap about Point Lookout just like the rest of Fallout 3's DLCs, but that a bunch of modders can pull this off is praise worthy.
If they could make a complete original expansion mod on the level of quality of FNV I would praise them even more, but that is probably too much to ask.
 

The Dutch Ghost

Arbiter
Joined
May 26, 2016
Messages
685
Yeah, they could have redone 'Zeta' instead.

If this team wants to do all the DLCs, won't they do this one too?

God, it was shit. I reviewed it back in the day for NMA but I found it one of the most boring experiences ever. I am sure that Obsidian at the time could have done something interesting with it despite its weak themes.
And now this expansion gets a 'prequel' in Fallout 76 with an entire alien invasion taking place.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,698
Have they also ported enemies doing extra 35 unstoppable damage per pellet fired from shotgun?
Dunno, ain't got it yet and I ain't played the original anyway. Been waiting for a couple of patches to go by, good idea with this sorta thing.

So far, I've been amusing myself reading the comments wailing and gnashing of teeth over F4PL requiring XDI. Don't get me wrong, I hate spurious mod dependencies as much as the next guy and I wasn't running XDI myself, but it's not the case here - the project needs to have more than 4 responses per dialogue node available, and XDI is the proper way of doing that. Apparently, the issue is that XDI does require patches for some mods with non-standard implementations and one user suggested they're, and I quote, "not all weird little crazy" ones, so I looked it up via Requirements... A couple of companions and Sim Settlements 2, the only significant one. Nevermind that you could just enable XDI for F4PL and disable it when you're done.

But no, it's all "eee eee, you're oppressing non-XDI users, I'm calling the UN!" And more, there were a few complaints about the mod needing F4SE and I've even seen a conspiracy theory that the authors are trying to game some Nexus ranking algorithms, one I can only hope was sarcasm.

Modding. Modding never changes.

Yeah, they could have redone 'Zeta' instead.

If this team wants to do all the DLCs, won't they do this one too?
Is this how the monkey paw thing works?

Project Zeta

Project Zeta is a little project we have made based on Mothership Zeta and Invaders from Beyond, This mod adds a load of new workshop constructibles, 3 New weapons (3 uniques aswell), 1 new outfit, one new companion, two new enemy types as well as two new workshops.

Anyway, not sure whether TCW intends to remake Fo3 with the DLCs as well and I'm not expecting the full project to make it. I think it's a fantastic achievement that they pulled off Point Lookout, they should be proud of that, but I suspect that'll be it.
 
Joined
Nov 28, 2011
Messages
6,074
Location
Digger Nick
I always smh when people say like Point Lookout is halfway decent or whatever, but it’s some of the worst writing I’ve seen, ever. I think I did a short “let’s play” here a decade ago or so for fun, but it makes vanilla Fallout 3 look like War & Peace in comparison to that. Just look up main quest walkthrough, or Professor Calvert dialogue (the entire premise, my lord).

The only good thing about F3 is The Pitt. Mostly visually, like when you’re on top of the Steelyard etc. And I’ve seen there will be a remake of it in 76 expansion so if all of this isn’t just a thinly veiled portfolio building for a job application, it’s just an enormous waste of life.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut

counter-argument:
There's barely anyone alive and not a ghoul in the Fallout universe that isn't From USA, Canada(annexed), and perhaps some parts of northern Mexico.
the only country that would have had excess resources to spend building fallout shelters capable of actually working would have been USA, the rest were devastated by the resource wars.

If we reference the intro to Fallout:
In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, [...] and the European Commonwealth would dissolve into quarreling, bickering nation-states, bent on controlling the last remaining resources on Earth
According to the Fallout Bible, the resource wars began in 2052, and Fallout 3's Museum of History agrees with him.
Perhaps not so many people are alive now in western countries that remember times of rationing(just wait a few more months, but I digress,) however that likely wasn't close to what would be going on then. The idea of using excess resources for something like building a vault for anyone sans perhaps a handful of powerful figures & leaders is inane.

The nuclear exchange lasted for two hours according to the intro of Fallout. For an idea of just how many nukes were lobbed, according to House, he stopped 68 of 77 missiles headed towards Las Vegas. Las Vegas, while perhaps culturally famous, is not exactly a high priority target or significantly important. The bombs dropped on Hiroshima and Nagasaki are basically firecrackers compared to the bombs dropped during the war in Fallout. Basically, everywhere was toast.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,698
counter-argument:
There's barely anyone alive and not a ghoul in the Fallout universe that isn't From USA, Canada(annexed), and perhaps some parts of northern Mexico.
the only country that would have had excess resources to spend building fallout shelters capable of actually working would have been USA, the rest were devastated by the resource wars.
So, per the original Fallout's fiction, are all the wastelanders descendants of former Vault dwellers? No non-ghoul surviving populace above ground? Bethesda's fanfiction is less definitive, you've got stuff like Fo3's Tenpenny, who's said to have "moved" from England, the Bobrov brothers in Fo4 speak with geniuan mazarlend axent™ for some reason... it's all a mess. As for Vault-Tec's bunkers, they're a Noah's Ark sort of thing, supposed to sustain not just populations but civilisation itself for decades or generations, but more run-of-the-mill shelters aren't that tall an order... just ask Cleve.

Anyway, I remain skeptical of a non-American Fallout, but I'll give 'em credit, that trailer won me over a bit when it got to the "Radshrew."
 

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