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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 19.5%
  • Fallout: Miami

    Votes: 13 10.6%
  • Fallout: Cascadia

    Votes: 5 4.1%
  • Fallout 4: Capital Wasteland

    Votes: 7 5.7%
  • Fallout: London

    Votes: 22 17.9%
  • Fallout 4: Liberty Hell

    Votes: 0 0.0%
  • Fallout 4: Project Arroyo

    Votes: 5 4.1%
  • None, but I still wanna kingcomrade.

    Votes: 70 56.9%

  • Total voters
    123

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,615
"All mods are vapourware until proven playable."

Okay, so there's precedent... Oblivion had Nehrim, Skyrim had Enderal and Beyond Skyrim - Bruma. The latter had many other things, like Project Aho, Summerset Isle, Beyond Reach etc., but if we're looking for "new" campaigns with the scope and polish of official content, I'd say those two are the flagships. So what about Fallout 4? There's a few different Total Conversion mods in the works, isn't it about time some of those chickens came home to roost? After all, Enderal took five years to make and Fallout 4's been out since 2015 now, and apparently the Fo4 CK is an improvement over the Skyrim era toolset.

So why don't we have a quick look at what's being worked on and take a Codex Community Consensus Poll on what won't turn out to be vapourware will release before Star Citizen?

Before I start laying on the TLDR, a little context on how these mega mods are getting developed, at least as much as I've been able to glean from listening to a few podcasts by Kinggath (Sim Settlements lead) with some of these TC developers. If you look at Enderal's Wikipedia entry, it states that the project had 14 developers, but a quick skim of their credits suggest 100-150 contributors, sans voice actors. So, at any given time, you've got a relatively small core team with a varying number of temporary "staff" coming and going throughout a project's lifespan. Now, one of the things that came up repeatedly in those Kinggath podcasts is that the current major Fo4 mod projects occasionally share both assets and developers. In fact, the Fo3 Remake's lead was talking in 2019 about how he was still sometimes pulling active duty on the Gold Coast for Beyond Skyrim.

The takeaway here is that having, for the sake of argument, six major Fo4 projects active, each of which could demand the contributions of, say, a hundred developers by its theoretical release, that doesn't mean that there's 600 developers actively engaged across said projects. While the overall modding community is much larger, the qualified talent pool available to these TC mods at any given time is going to be far smaller and probably shared across different Bethesda titles. So, while the sharing of resources between TC projects is to their benefit, they're also quite likely suffering some level of cannibalisation. Finally, another little tidbit that came up in the aforementioned discussion with the Fo3 Remake lead is that aside from developer resources, these projects might cost some money as well, specfically in the voice acting department. That's actors for ya, gotta wonder if they feel compelled to thank the Academy when they get their Tesco gift cards.

Oh, and I really should give some credit to YouTuber JuiceHead for covering these projects on a somewhat regular basis. A couple too many octaves there, but his heart's in the right place.

Anyway, enough preamble, let's get to the vapourware Next Friday's Releases! Note that I've had to insert some Twitter images, so some of this shit might not load right away if you're running strict tracking protection.


Fallout 4: New Vegas



Might as well kick off with Codexia's Most Wanted, this baby promises to be a straight port of Fallout: New Vegas into the Fallout 4 platform. It will only include the base campaign, though elements of the DLCs will be present in some capacity. The game will refactor Fallout 4's progression mechanics into separate perks and skills, familiar to NV's veterans, and re-implement other relevant mechanics such as Damage Threshold.


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The project seems healthy, with recent updates across their social media and occasional "teaser" releases of subcomponents as small, standalone mods, such as the Bullet Counted Reload System and the Classic Holstered Weapons System. Unless I'm confusing the podcasts, the team lead suggested that the world map was around 80% implemented back in 2019, and you can also see their mechanics and interface changes at work in an early video. I also suspect another benefit, given New Vegas's cult status, is that it's got some of the best chances of attracting developers off any of the other projects if/when they shutter.

Yeah, I'd give this one some of the best odds of making it to release. And I'll be honest, I want it to make it since it'll remedy my biggest gripe with Fallout: New Vegas - it looked positively odious. The ways in which FONV was ugly went beyond the limitations of the renderer and assets, the art direction dropped the ball something fierce, and you now look at these Fallout 4-based screenshots, with their modern lighting model and assets, and that much more attentive environmental design, it's glorious.

Incidentally, this port might also slightly mitigate my second biggest issue with the original, and that's how crowded together everything was. I'm not well versed in the CK, but the team lead mentioned something about Fallout 4 cells being "25% bigger" when discussing development effort, so this new implementation might be a little larger in the end. Sure, it's not "negative space" in a gameplay sense, but even some extra cosmetic breathing room would be welcome.

Much like most projects on this list, Fallout 4: New Vegas would work as a Total Conversion that won't load the default campaign formlists, so it's unfortunately likely that most base Fallout 4 mods won't be compatible. The developers aren't planning on adding any settlements (though they will have some Home Plate-style customisable player homes), but the system's there and it's expected standalone mods for them will quickly crop up.

One major hurdle here will be having to re-record all of the voiceovers, since this project took a cue from Fallout 4: Capital Wasteland when they got told they can't simply convert the voice assets from the original, we'll cover that later. For what it's worth, the team's already at it and they seem confident that it's doable.

So, to summarise, Fallout: New Vegas's campaign and RPG mechanics married to Fallout 4's visuals, combat mechanics and customisation systems? I want to believe!



Fallout: Miami



This one's a bit of an outlier to this list, in that it's not an Enderal-like total conversion, but a Bruma-style expansion: the Sole Survivor goes tropical. The plot will feature a number of local factions, consisting of junkies, bikers, slavers and "normal" people, as well as the Enclave, though we have little else to go on.

When I first heard about it, a long time ago, I was rather tempted to write it off since it seemed to embrace the "cooky" Nuka World stylistic approach and the early showcases seemed quite rough. Since then, however, the project's been coming along quite nicely and it looks like it may be a consistent, well polished experience. It still appears to be on the whimsical side of Bethesda Fallout, but the developers are approaching their world-building seriously and they certainly seem to be putting in the effort to match their ambitious plans for a new locale aesthetic.

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And if I had to pick the one most likely project to release, it's this one. It's reasonably far along, they post regular updates on their social media, and they have the most manageable scope of the lot. Yes, it's a whole new plot, but an expansion-sized one rather than a whole new Bethesda Game™. They've even teased a standalone quest mod as "coming soon" back in February, so we might actually have a taste sometime this year. Until then, I suppose you can get this Quad Barrel Shotgun for your regular Fallout 4.

Oh, and yes, this is the one megamod here that should slot into your modded Fo4 installation just fine. You know, theoretically.

Updates:
- Miami Misadventures - Episode 1, the first in the teaser mod series for Fallout: Miami, released in February 2022.



Fallout: Cascadia



An all-new campaign set around the ruins of post-apocalyptic Seattle involving a conflict between an expanding New California Republic, the titular faction of independent Cascadia, and Canadians. This TC is also undertaking its own mechanical overhaul, featuring a skills system and... playable mutants, unless I'm misremembering? Full voice acting is expected, with a silent protagonist, naturally.


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Looks good! Spiffy website, solid visual presentation in promotional materials, regular social media updates and submod releases like the NCR Patrolman and Trooper Armours. I'd think this is one of the more likely campaigns to actually see release, but I wouldn't dream of speculating on a timeframe, since this is one of the most ambitious entries in this list development-wise - you've got both a whole new campaign, rather than a port, and it's full game-sized. That said, I did see an April recruitment drive on their Twitter account get a one week extension, so I wonder if they might be struggling with that resource cannibalisation effect I speculated on between the various projects.



Fallout 4: The Capital Wasteland
[Part Released/Abandoned]




Fallout 3 remake in Fallout 4. Right? Well, actually, it's a little more complicated than that. Ostensibly, it should be, but during a 2019 podcast, the lead developer indicated that they were only shooting for a partial recreation of the Capital Wasteland setting, specifically the one which concerned the campaign's main plot, and that only runs through roughly the lower half of the Fo3's map. There would be ported sidequests and other content, but only within that scope of that limited worldspace. Then again, the current description on their website states they're aiming to rebuild "the entire Capital Wasteland, complete with quests, dialogue, and all locations", and apparently the mod originally started out as small recreation of Fallout 3's intro segment, so things seem to be in flux.


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You've got a couple of larger gameplay trailers here and here (I've run out of Codex-approved embeddable [MEDIA] tags).

This particular project is also the one that tripped up on the issue of reusing Bethesda's original voicework. Apparently, the story is that one of the modders involved reached out to Bethesda to get an okay from 'em, at which point the response was "nope." Speculation is that this likely comes down to licensing restrictions under the contracts with the voice actors' union (heavens forbid they miss one of those Tesco giftcards!) and while good ol' Beth are pretty lax with the modding, when formally requested they were legally obligated to refuse. At that point, the project near enough folded, but then the team turned around and resolved to get their own voice acting. With blackjack and hookers some hookers, because at least in 2019 the plan was to only have partial voice acting. I don't know if that's changed.

Clearly, a ton of work's gone into this one and it's still live, though it's harder to get a grasp on how well it's doing today. It's not getting as much ongoing publicity, but the team is still working on it and occasionally releasing submodules, like this Fallout 4 Capital Wasteland Classic Metal Armour.

More notably, however, their current priority appears to be a standalone Point Lookout release for Fallout 4. I'm actually quite interested in this myself, since I never played any of the Fallout 3 DLCs.

Dunno what to say, obviously there's a few microissues left here. I think we've got pretty good odds of seeing that Point Lookout release, and that'll be an achievement to be proud of in and of itself, but I think that, with the unclear scope and the competition from other TCs, getting the full thing past the finish line would be an uphill battle. Even moreso than usual, I mean.

Updates:
- Fallout 4 - Point Lookout released as of May 2022.



Fallout: London
[Released]




It's Fallout. But with proper spelling! That's right, no more "aluminum" and start putting the "u" in "armour", you twats! Curiously, this is meant to be a "pre-war" setting, exploring a Britain devastated by prior Resource Wars... Eh, I gotta say, it's not really my cup of tea. I think once you're taking Fallout out of America, you're going really far into fanfic territory and, as far as I can tell, this one seems to be going all in on the wacky aesthetic. But, hey, maybe that's up your alley.

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It's active, I can say that much. They're posting stuff on social media and releasing a bunch of different submods, like this Luger pistol, but most of their promotional material seems to be level design stills and peripheral assets, such as soundtrack pieces and concept art... You know, .JPGs. I didn't see any subtantial gameplay video on a quick skim. Either way, best of luck to 'em!

So, Codex, floater or a sinker? It's a mystery!

Updates:
- The Official Gameplay Trailer has been published as of 18.05.2022, and the full release date is currently expected to be announced on June 25th;
- Released on GOG on 25.07.2024.



Fallout 4: Project Arroyo

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"Fallout 4: Project Arroyo aims to recreate and reimagine Fallout 2 in the Creation Engine of Fallout 4." Heh. The average Codexian is either touching himself or preparing for crusade right now.


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What's there to say here? Seems to be worked on, there's a trickle of teaser images out there and a couple of dev streams on YouTube, but I haven't come across anything substantial for gameplay. Make your own bets.



Project Mojave
[Part Released/Abandoned]


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But wait, there's more - while Team F4NV are busy putting more work into porting New Vegas than Obsidian did into making it, a handful of modders seemingly ran out of patience and started their own. Except, after 4 months of work, they put out an "Early Release" preview of it. The Nexus description isn't too polished so it's hard to gather their precise ambitions, and I haven't had time to check it out as of writing this, but it seems to wanna be a New Vegas expansion for Fallout 4 as opposed to a Total Conversion.


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This initial preview release claims to feature approximately a quarter of the NV map, including the New Vegas strip and its three casinos, "800+" remade assets, new weapons and armour, creatures etc., as well as three player homes and three workshops. The authors also provide instructions on optionally importing the New Vegas music (though I'm not sure any procedure involving junctions is suitable for end-users). I didn't see any bullet point on quests progress, but the credits do list one of the authors as responsible for quests and scripting, so I imagine it's gotta be a target.

Honestly, I'd be surprised if four people can pull this off, but I'd love to see them manage it. They've got some relevant experience, I think at least one of them's been contributing the F4NV and Capital Wasteland projects, so you know, good luck and all that!

Updates:
- With TheFriedTurkey and HcGxGrill having left the Fo4 modding community as of 2022, Project Mojave has probably gone as far as it ever will, but I'm gonna leave it listed here for now since there technically is a sort-of-working "early access" release for people to play around with.



Fallout: Vault 13

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The latest Fallout 4-based remake project, Fallout: Vault 13 proposes to adapt the original Fallout for Bethesda's platform. In totally unrelated news, medical authorities all around the world are befuddled by a spate of mysterious cases involving obviously disturbed individuals wandering the streets, frantically muttering to themselves and screaming at lamp posts, with no common record between them other than their browsing histories indicating they had all recently accessed a website called the "RPG Codex."

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Now, we all know what the odds are on projects like these making it to release, but I'll certainly give the Vault 13 team credit for kicking off with a neat and lengthy gameplay showcase around Shady Sands. Among other things, they were talking about restructuring the open world into a hub design based around five major areas and combining various skills from the original game. Their social media channels show regular activity, which should be expected with a brand new project, we'll see how they get on as time goes on.

Updates:
- Fallout: Vault 13 Demo released 09.08.2024 for playtesting.



Fallout: It's Not Coming Out

If you've not perused enough vapourware yet, below is where I'll be ejecting the projects that have (apparently) gone dark and will no longer release before Star Citizen.

Fallout: Liberty Hell

LibertyBellRenders.png

Alright, now we're in deep vapourware territory. Liberty Hell is, or possibly was, meant to be a brand new Philadelphia-based campaign and that's kind of all I know about it. Nothing new on their YouTube or Facebook since August 2019, and the latest info I've seen is a comment dating back to January 2020 on their ModDB page:
Mod is still in dev but we've hit a massive road block. All attention has been put on this issue but when it gets resolved, we'll have an update posted (post haste!).

The last video update posted was this Fallout: Liberty Hell August 2019 here.

So I'm guessing that this one's already closed up shop but fuck it, I'm the OP here and my poll looks better with more options.



~*~​


That's it, I'm done. Vote away and post your inane, hopeful bullshit and whether I've missed anything. For my part, if I'm gonna assume anything is more likely to come out than not, it'd be Miami, FO4 New Vegas and Cascadia. For the Capital Wasteland, I think Point Lookout alone has strong odds.

As for interest, well, I'm hoping for New Vegas the most. I'd finally have my post-apocalyptic Western in a non-hideous packaging.
 
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DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
After Fallout New California and Frontier, Im really skeptical of TC mods until I have definitive proof that isnt a bunch of incoherent nonsense made up by oversensitive 12 years old.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
"Fallout 4: Project Arroyo aims to recreate and reimagine Fallout 2 in the Creation Engine of Fallout 4." Heh. The average Codexian is either touching himself or preparing for crusade right now.
:prosper::prosper::prosper::prosper:
Recreating the West Coast with atrocious Fail4 (not to mention, EAST coast ones) ASS-sets? I sense epic failure but not sure why and where, could you guys lend me a clue here?:M
The entirety Molten Clouds team must be facepalming in unison.
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
Someone needs to keep a running tally between the Fallout 3/NV/4 megamods made by woke westerners vs the Fallout 1/2 megamods made by based Russians. Points go to the ones that reach full release, are good, and have no degenerate strings attached.

Pretty sure the Russians are winning.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,615
Guaranteed every single one of these projects will either be fucking ass, or never release.
Why so glum? Skyrim's track record ain't too bad, Enderal's a full game and Bruma's a decent expansion. Then you've got the likes of Project Aho, Beyond Reach or Summerset Isle from smaller teams or even Falskaar, made by just one guy. Sure, these are smaller or rougher than the former two, but that reflects their respective manpower. I think one or two of these Fo4 megamods could make it, stranger things have happened...

I just want a pretty New Vegas... :negative:

After Fallout New California and Frontier, Im really skeptical of TC mods until I have definitive proof that isnt a bunch of incoherent nonsense made up by oversensitive 12 years old.
Wouldn't the Fo3 or New Vegas ports be more up your alley then? As long as they stick to their scripts, you kinda know what you're getting.
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,818
Location
Australia
I don't really think that the New Vegas conversion will ever make it to a 100% complete release, but I'm hoping that it will.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,108
Location
Lusitânia
New Vegas looks good
And they have shown alot stuff so far:







They seem to be trying to remain faithful
And you can note that the levels really are larger than NV, the lighting is definite improvement too


One major hurdle here will be having to re-record all of the voiceovers, since this project took a cue from Fallout 4: Capital Wasteland when they got told they can't simply convert the voice assets from the original, we'll cover that later.

Why?
Legal troubles?

It would be a shame to lose Benny, Marcus, Lanius and House's voices (specially for the latter since his VA is dead RIP)
 

Duralux for Durabux

Guest
New Vegas looks good
And they have shown alot stuff so far:







They seem to be trying to remain faithful
And you can note that the levels really are larger than NV, the lighting is definite improvement too




Why?
Legal troubles?

It would be a shame to lose Benny, Marcus, Lanius and House's voices (specially for the latter since his VA is dead RIP)

Funny that even with the fallout 4 engine, textures look like it came directly from the PS3 especially the trees that remind me of the PS2. God this engine is awful.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,615
Why?
Legal troubles?
In a nutshell, yes. They followed suite on the Capital Wasteland project running into this problem:
This particular project is also the one that tripped up on the issue of reusing Bethesda's original voicework. Apparently, the story is that one of the modders involved reached out to Bethesda to get an okay from 'em, at which point the response was "nope." Speculation is that this likely comes down to licensing restrictions under the contracts with the voice actors' union (heavens forbid they miss one of those Tesco giftcards!) and while good ol' Beth are pretty lax with the modding, when formally requested they were legally obligated to refuse.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
After Fallout New California and Frontier, Im really skeptical of TC mods until I have definitive proof that isnt a bunch of incoherent nonsense made up by oversensitive 12 years old.
Wouldn't the Fo3 or New Vegas ports be more up your alley then? As long as they stick to their scripts, you kinda know what you're getting.
I think those projects are more for nuBethesda fanboys that didnt play New Vegas because it was released 10 years ago and arent willing to because of the graphics, Bethesda wont make remakes for those games any time soon so those modders will gain alot of visibility but I dont see much of a use for me because I played New Vegas back to back twice. Also, Capital Wasteland is literally they polishing a massive turd, they will only manage to get a shining turd, it is literally wasted work.

Miami and Cascadia, I have very low expectations, man, I hope they keep the trannies drugged on ritalin this time learning from The Frontier because The Frontier was the most retarded thing I had the displeasure of playing.
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,739
Location
Core City
I imagine it would be possible to make the game without the voices and without an "official" tool to pull them from NV, but the problem is that even though the engine is almost the same, I don't know how easy it would be to make the MOD "compatible" with the NV voices - AKA, to create the MOD in a format that would be relatively simple to pull the voice files from the original game. Depending on the technical difficulty of doing this, to let "the internet sort it out" (or themselves, "unofficially"), it is easier to re-record the actual voices.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,615
I don't really think that the New Vegas conversion will ever make it to a 100% complete release, but I'm hoping that it will.
You mean as in they'll release a cut-down version of NV, or that they'll never actually make it to release?

I think those projects are more for nuBethesda fanboys that didnt play New Vegas because it was released 10 years ago and arent willing to because of the graphics
I played NV when it came out, but I can't go back to it. It's not that the graphics are "old", I've got no problem with that, but they are and were downright ugly from the start. As for the others, I'm not even forming expectations on quality, I just hope they make it. If they're good, fantastic, solitary fun. If they're terrible, we have a Codex Sunday Roast, social fun. The question is completion.

I imagine it would be possible to make the game without the voices and without an "official" tool to pull them from NV, but the problem is that even though the engine is almost the same, I don't know how easy it would be to make the MOD "compatible" with the NV voices - AKA, to create the MOD in a format that would be relatively simple to pull the voice files from the original game. Depending on the technical difficulty of doing this, to let "the internet sort it out" (or themselves, "unofficially"), it is easier to re-record the actual voices.
Nah, apparently they're not allowed to do any of that. You'd have to locally unpack NV .bsa archives, index the sound assets, then rebuild them into Fo4 .ba2 packs, which is all perfectly doable but would fall foul of "permissible use" under the EULA. That was the original plan, to have the setup wizard work locally from your NV installation (which it will still verify, to protect Bethesda's own copyrights), rather than bundling the sound files with the mod, but it looks like that won't fly. As far as I could gather from the conversation, the issue is that the contracts between Bethesda and union voice actors only licensed the work for those respective titles (Fo3, NV), so any repurposing to Fo4 would count as copyright infringement, and any utility allowing the user to do it would qualify as a tool facilitating copyright infringement.

Now, Bethesda might've rolled with a "don't ask, don't tell" approach to enforcement, they didn't reach out to the modders with a Cease & Desist, but when queried, they had to say no. And once the issue has received a formal refusal, you don't wanna gamble your multi-year project on everyone turning a blind eye to it. You never know when that one actor who recorded Guy Falling From Balcony #6 decides to go crying to Bethesda that gamers are enjoying his award-winning performance having only paid for it once.

The reason I'm sorta optimistic in this regard is that re-recording all the dialogue would be time-consuming and logistically tedious, but not really a technical challenge, and it's been done before, e.g. Bruma, Enderal, Aho, they're all fully voice-acted. Personally, I don't get too hung up on VO quality, I have no problem with "I SPEEL MY DREEENK!"
 

Drowed

Arcane
Joined
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Messages
1,739
Location
Core City
Nah, apparently they're not allowed to do any of that. You'd have to locally unpack NV .bsa archives, index the sound assets, then rebuild them into Fo4 .ba2 packs, which is all perfectly doable but would fall foul of "permissible use" under the EULA.

I mean, I agree, isn't my point literally that they wouldn't and shouldn't do that? Precisely so as not to violate the EULA?

--------

EDIT:

To clarify and cite another example, this is what allows various romhacks sites to exist. They don't offer the ROMs themselves and often don't even offer the tools necessary to apply the hacks, because this way the content distributed by the IPS patch is 100% original and doesn't include anything from the official game - and thus, it doesn't violate the companies' terms.

Applying the same logic to the case of FO4NV, they wouldn't offer tools to convert the audios and wouldn't bring this into the mod itself and wouldn't offer any official way (AKA, coming from them) to pull the original audios from the game. They would follow 100% of the EULA terms and would not go anywhere near the original voices, period. The MOD would not offer voiceovers, it would be mute.

What they could do is create the MOD in a way that the MOD itself would be compatible with the original voices, without offering tools or support for them. Like romhacks do. They don't offer the content, don't support the content, don't provide tools to access that content. But the MOD itself is compatible, so externally, the end user could do the content conversion himself - as is the case with the IPS application.

My point is that I don't think this scenario is possible because, even if it doesn't violate the EULA, it might be technically unachievable to the point that it is easier to just redub everything, and maybe that is why they are doing this.
 
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Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,615
I mean that it will never be 100% feature complete.
I suppose I wouldn't mind if they cut a corner or two, but if you take it too far you turn your remake from an upgrade into a tradeoff.

Anyway, I tried digging up a little more info on the New Vegas work (I was bored), and I turned up an October 2019 general update on Reddit and a January 2019 Nexus Mods interview. Between the two, I suppose the key points are:
- project's been running since August 2017, picking up on a failed prior attempt from late 2016;
- as of 2019, "nearly all" of the New Vegas specific mechanics (e.g. skills, weapon degradation, damage threshold) had been recreated;
- by October 2019, over 50% of the Mojave worldspace was in a "final or near-final state";
- by October 2019, over 50% of the planned 150 (?!) New Vegas weapons had been completed;
- the target is to recreate all of the base New Vegas content, plus maybe some cut content and new encounters to fill the more "barren" parts of the map;
- the F4NV team runs, or at least used to run, a content showcase on the week of October 23rd of each year.

So, uh... bring on Miami, this one might be a while.

My point is that I don't think this scenario is possible because, even if it doesn't violate the EULA, it might be technically unachievable to the point that it is easier to just redub everything, and maybe that is why they are doing this.
Okay, I get what you mean now. Yeah, a silent release with DIY VO compatibility would likely be feasible but error-prone (Fuz Ro D-oh summarizes the engine constraints quite well) and you'd be offloading more setup onto the end-user, so it's more robust and elegant to just bite the bullet and redo the VO. And, let's face it, re-recording the VO will be time-consuming but it won't make or break the project, that's the level design and scripting.
 

Yosharian

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As I said, some of these actually look fairly decent, and those are the ones that will never be finished
 

DJOGamer PT

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It also has a more engaging enemy design, a robust weapon modding system and the one thing that Fallout 4 has over any other Fallout game, a dedicated power armor gameplay system

So all in all, a remake of New Vegas in F4 engine would vastly improve the worst aspect of NV - the combat
 

Ol' Willy

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more engaging enemy design
Enemy design should be taken from FNV, otherwise it's not a faithful remake
robust weapon modding system
Weapon modding in F4 is trash
dedicated power armor gameplay system
True, but considering that FNV doesn't throw PA at you in the first thirty minutes of gameplay, it will have to wait until BoS questline is finished or one unit is obtained from Enclave vets
 

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