hey?

hey /vrpg/, I'm in the process of making a game-sized total conversion mod for Fallout 2 in the vein of Resurrection/Nevada/Sonora/Mutants Rising (pic unrelated). I'm currently doing the hard mapping and storyboarding part of things, FRMs for various npcs and critters, so the mod is definitely years away (probably more lol). Ambitious, I know!

So while the project is still in it's nascent stages, I wanted to ask what would YOU want dear anon, as a diehard classic Fallout fan, to see in a mod like this? As in:

>Locations
>Weapons
>Perk/Traits
>Gameplay mechanics
>Companions
>Special encounters

Few details about the mod for context, without any spoilers:
>happens some ~50 years after Fallout 2 (299X)
>the map will cover the states of Oregon and Washington mostly
>for the purposes of canonicity, only the originals (FO1, FO2) and New Vegas count, bethshit is out (F3, F4, F76 etc.)

I'm primarily interested in location ideas, so I would shamelessly mine any suggestions that sound good. I have around 9 towns planned out so far and wanted to add more (FO1 had 13, FO2 had around 20, depending on how you count them). As far as the atmosphere goes, I would want to keep it closer to the dark feel of Fallout, without the wacky pop-culture overload of Fallout 2. That would be all, thanks!

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  1. 4 weeks ago
    Anonymous

    [...]

    I know this board is oversaturated and choked with Fallout spam, but I'm sincerely serious. I love the old Fallouts so much, probably my favorite games ever. And making a game like that of my own has been my dream for the longest time. Thanks for the honest reply though!

  2. 4 weeks ago
    Anonymous

    [...]

    I said I'm currently storyboarding/creating design docs for the locations and creating hard map prototypes that will be updated as the story develops and changes. I can give a bit more details without being too specific. I said the image is unrelated because I didn't want to post WIP stuff, it was not intended to be click bait, sorry.

  3. 4 weeks ago
    Anonymous

    That's the problem with you guys - you always assume that your ideas are the best in the world forgetting that this world is oversaturated with good ideas but is in lack of good executions. Kickstarters like "I have an idea I want you help me reslised" trained everybody to be sceptical, "Mighty No.9" was the final nail in the coffin that sealed any goodwill towards such people.

    If you want support, put your abilities to the show - make a playable demo. Show everyone what is your limit in graphical design, coding, soundwork as well as your overall ability to keep the F2 engine stable. And if can't beat "The Sum" (it's Fallout Tactics mod, but still) in terms of making an enjoyable location, which is a rather low bar, then go back to the drawing board.

    If you want something concrete to keep you focused, here a pitch - make a small town, "Hood River" will make for a good place. Available locations are "Port Marina", "Hood River Bridge Entrance", "HR Hotel", "Industial/2nd street cross" and "Bluff Road Rivercoast". Primary task of the demo is to cross the Hood River Bridge to get into White Salmon. Problem - the bridge is infested with feral ghouls of White Salmon. Solutions - find money to arm yourself and storm the bridge alone, convince one of the factions to give you aid or make a deal twith Bluff Road smugglers to give you a lift across the river and drop you off far away from the conflict.

    • 4 weeks ago
      Anonymous

      >half of the posts in the thread deleted
      >inmediately followed by huge dunning kruger text wall
      it's mentally ill janny time

      • 4 weeks ago
        Anonymous

        When will it end?

    • 4 weeks ago
      Anonymous

      >you always assume that your ideas are the best in the world
      you're assuming too much my brother in Master, I have no such delusions. As I said, all of this is heavily WIP and pretty much in the starting stages, God help me if I can see it completed since as I said, it will take years at best. I don't think myself the next Black Designer, but I'm pretty determined and inspired what he's done for the modding community. The point of this thread was not even to garner attention, just to see if some other FO fans have some cool suggestions/perspective on what can be done to improve the original formula or just share some coolshit ideas of their own. I'm still in the hyped stage and couldn't contain myself.
      >make a small town
      I'm working with a few other Fallout modding enthusiasts on a fork of Et tu to add one of the cut locations back into FO1 as a testbed for a bigger project and as a practice run.
      >"Bluff Road Rivercoast"
      personal challenge accepted!
      >"The Sum"
      yeah, I played that one...it's awkward, to say the least.

      Lol FNV is canon but not F3 is something you only see redditors say

      aside from my personal disdain for anything Bethesda-related regarding Fallout, F3 is on the other side of the continent so pretty much irrelevant for the setting I described.

      >half of the posts in the thread deleted
      >inmediately followed by huge dunning kruger text wall
      it's mentally ill janny time

      not sure why he got burned, it wasn't even anything offensive

    • 3 weeks ago
      Anonymous

      frick you janny

  4. 4 weeks ago
    Anonymous

    Lol FNV is canon but not F3 is something you only see redditors say

    • 4 weeks ago
      Anonymous

      cope and seethe beshitsdatroon

    • 3 weeks ago
      Anonymous

      >only dumb stinky doo-doo heads disagree with me!

  5. 4 weeks ago
    Anonymous

    I think I've had enough fallout for one lifetime, maybe 10 lifetimes.

    • 4 weeks ago
      Anonymous

      impossible

      Wow this looks like a fun thread.
      My favorite parts of classic fallout are:
      >1. Problem solving
      I like when a quest or task has multiple solutions that require different skills or items. Repairing someone's gun may require a high repair skill, a high gun skill, or taking it to someone else to repair it for money. Fallout Sonora is probably the total conversion to do this best, there's lots of items you can use science or repair on for xp, items, or skill increases. These skills should also help in dialogue when applicable
      >2. Political conflicts
      Every major location ought to have a central power struggle with different entities with their own ideals and flaws that the player can assist and pit against one another.

      Thanks for the input! Totally agree on both points. Nevada also did this great, especially with how the power play dynamic worked in places like New Reno, and how all of the skills had multiple meaningful applications all over the game world, not just one-off uses that usually end up being entirely inconsequential.

      Why not just make your own game?

      it's easier to make a mod (as painstaking as it is to mod a game like Fallout) and I just like how FO looks and feels, the gameplay loops it has, the graphics & style, so on and so forth.

      >wanted to ask what would YOU want dear anon, as a diehard classic Fallout fan, to see in a mod like this?
      Things that are not in the old games ironically. If it doesn't take place in California no NCR, no Brotherhood, no supermutants. Fallouts had a knack for re-inventing itself and adding new stuff.

      True, I agree. As far as this mod is concerned, NCR will be present in a smaller capacity and that will be important for the storyline, but there will be no BoS whatsoever and Super Mutants and Deathclaws for example will be very very rare (few chance NPCs/encounters).

  6. 4 weeks ago
    Anonymous

    Wow this looks like a fun thread.
    My favorite parts of classic fallout are:
    >1. Problem solving
    I like when a quest or task has multiple solutions that require different skills or items. Repairing someone's gun may require a high repair skill, a high gun skill, or taking it to someone else to repair it for money. Fallout Sonora is probably the total conversion to do this best, there's lots of items you can use science or repair on for xp, items, or skill increases. These skills should also help in dialogue when applicable
    >2. Political conflicts
    Every major location ought to have a central power struggle with different entities with their own ideals and flaws that the player can assist and pit against one another.

  7. 4 weeks ago
    Anonymous

    Why not just make your own game?

  8. 4 weeks ago
    Anonymous

    >wanted to ask what would YOU want dear anon, as a diehard classic Fallout fan, to see in a mod like this?
    Things that are not in the old games ironically. If it doesn't take place in California no NCR, no Brotherhood, no supermutants. Fallouts had a knack for re-inventing itself and adding new stuff.

  9. 4 weeks ago
    Anonymous

    I think the thing above all else is that you need to have multiple solutions to the problems you present. Not that every quest should be solved with any skill but as an example, going about destroying the Mariposa Base in F1 had tons of ways to go about it, you could call for the BoS to assist, you could ask a mutie to go straight to see Lou, you could pickpocket or kill the mutant guard for the password to the door. You could call on the radio, you could use the repair skill to temporarily bring down the yellow doors. And even after doing all of that you would see the consequences when confronting The Master pre-maturely. If you have a quest, think of 4 ways that a player could solve it at minimum.

    Another thing, though this is more from the F2/NV camp is factional play. This should be easier to implement for you just need to have solid factions with ideological disagreements vying for resources. Redding or The Strip will give you an idea on what to do. I do think you'd have a better chance at making a game with a different engine. F1 and F2s hard-coded skill set is an issue, First Aid and Doctor are repetitious skills that don't need to exist, but if you're set on sticking with the F2 engine then you could at least shuffle some stuff with the skills like how Olympus turned Bartering into Casanova/Romance.

    • 4 weeks ago
      Anonymous

      >I think the thing above all else is that you need to have multiple solutions to the problems you present
      >factional play
      1000% agree on both, these are after all what makes Fallout, well, Fallout. Not all places are New Reno-tier however (nor they should be) but I would want to at the very least have a combat (active & passive), stealth, diplo, tech, good/evil, gender-specific and stupid way for solving most things (or combination of some of the listed). Blackrock and Gerlach from Nevada are God-tier examples of how small locations can be designed with immense depth and I loved them for it. There will be factions to choose from (globally and locally) and there will be an option to stick with one of these till the end or play all sides for your own gain (at least to a degree).
      >I do think you'd have a better chance at making a game with a different engine
      I'm primarily interested in (classic) Fallout modding, and Fallout graphics and system are what I love and what I want more of. Importing all of that into a different engine would bring a score of other headaches I'm not prepared to, and honestly, wouldn't want to deal with.
      >F1 and F2s hard-coded skill set is an issue, First Aid and Doctor are repetitious skills that don't need to exist
      I disagree here, the skills themselves aren't that bad in my opinion, it's just that the original games didn't bother to do a whole lot with them. I know that Mutants Rising for example is designed in a big way to mitigate this (especially for First Aid) and similarly, I would want for every skill to have multitude of uses in the game world and accordingly reward the player for investing in them.
      >Olympus turned Bartering into Casanova/Romance
      I think most skills can be made useful by finetuning the game world, but this is also an interesting idea, thanks.

  10. 4 weeks ago
    Anonymous

    I'd like to visit the brotherhood of steel bunker from fallout tactics

    Other than that, some town where mutants or ghouls enslave humans, but they are friendly and the town is pretty well off.

    Some town where brahmin are revered as gods and their poop is used for various things, akin to India. Indian parody city. I don't remember if any of the games already had something like this.
    This town could house the central train station (working or not). Or a train graveyard.

    Pm me for other genius ideas.

    • 4 weeks ago
      Anonymous

      >I'd like to visit the brotherhood of steel bunker from fallout tactics
      As much as I love Tactics, Midwest is beyond the scope of the gameworld I intend to create; it's "limited" to the states of Oregon and Washington, roughly pic related.
      >some town where mutants or ghouls enslave humans, but they are friendly and the town is pretty well off
      Mutants slavers sounds cool, thanks for the suggestion.
      >Indian parody city
      Sonora had tribals that worship brahmin and had extensive mythology surrounding them. But I don't think any games had something like this. There were a few poop jokes in F2 (Expert Excrement Expeditor and Modoc shitshow come to mind). I can see it working with some individual goofy shaman trying to sell brahmin dung as sort of a wonder drug etc, not sure how this idea could be implemented on the scale of a town/society. Especially since it's...so disgusting and off-putting, to be frank.

  11. 4 weeks ago
    Anonymous

    Nice reddit spacing!
    Didnt read
    Frick off to v

    • 4 weeks ago
      Anonymous

      I regret i posted this, its quality thread about fallout 2
      Can you forgive me OP?

    • 4 weeks ago
      Anonymous

      I regret i posted this, its quality thread about fallout 2
      Can you forgive me OP?

      no worries senpai, only good vibes here and hopefully a new Fallout mod in 5 years lol

      >give million dollar ideas to paki
      nice try but shit somewhere else

      The mod will be free of course, but thanks for the bump

      >bethshit is out (F3, F4, F76 etc.)
      BASED, seethe harder Bethesda cucks

      I don't mind people liking these to be honest, they just don't sit well with me nor they feel as what I consider to be Fallout. Simply not my cup of tea

  12. 4 weeks ago
    Anonymous

    >give million dollar ideas to paki
    nice try but shit somewhere else

  13. 4 weeks ago
    Rose and Nightingale

    Hey OP.

    What I recommend you do is follow F:Nevada’s of worldbuilding. Create in depth timelines and economies for each of the towns/locations in the game and work out how they relate back to each other, then select a few key areas at different ends of the maps and factor in how they relate to places off screen.

    You’re making a game in exactly the place I want to see an F2 total conversion in, in almost the exact timeline I would want to see it in (I would push it to past 2300 or so if you don’t plan on including returning characters.) Even though many people announce these kinds of things before they’re due, I’m rooting for you.

    F2 total conversions are a special interest of mine. I’ve been building a database that combines all of the information from each of them into one place as a resource for future modders. It’s more useful than a wiki but less than a design document.

    That’s another thing: PLEASE make sure you are documenting everything. BlackDesigner released his after Nevada and Sonora were finished; you don’t have to, but it’s what sets these games apart from the Bethesda games. Seriously. BGS doesn’t use design docs. Don’t be Bethesda.

    Since you’re working in the Oregon area: I hope you flesh out (literally) the Oregon cannibals from F2 and also connect the world back to Arroyo somehow. Maybe include an Arroyoan colony founded after F2, somewhere on the coast? Avoid what most FNV fans do and don’t just say that all of the F2 locations joined the NCR, establish some connections that feel organic. There’s other hooks from F2’s world you can expand upon.

    Would love to speak more with you about this project, but I am merely a humble Ideas Guy and can’t script for shit so I’m useless. Instead I will hope that you don’t join the army of dead fallout projects behind you.

    One more thing: you need new tile sets. Specifically tile sets that aren’t desert locations, you should lean into forested green areas. Good luck.

    • 4 weeks ago
      Anonymous

      what is the source of this screenshot? is it some Mod?

      • 4 weeks ago
        Rose and Nightingale

        This is from Mutants Rising, an upcoming F2 mod. The map in question is a town built outside of Vault 15 after the NCR took over.

        • 4 weeks ago
          Anonymous

          Speaking on that is Mutants Rising abandoned or what's it's current status? Heard about it once but it seems it's in development since 2011 or some shit.

          • 4 weeks ago
            Anonymous

            Their team was reformed and project reimaginedal a few times, and all that remains is scripting to complete it - the current team is slowly chipping away at it, hopefully we'll see a late 2025 or early 2026 release.

          • 4 weeks ago
            Rose & Nightingale

            It's live, discord is here: https://discord.gg/bXueFD8S

            I think they're aiming for end of 2024 release. It's been in development since 2003

            • 4 weeks ago
              Anonymous

              so we've hit the point in fallout threads where people are literally linking discords.

              • 4 weeks ago
                Anonymous

                Yeah, might be time for these threads to end.

    • 4 weeks ago
      Anonymous

      >follow F:Nevada’s of worldbuilding
      yeah, I get exactly what you're saying. In my teens, I was an active GM (kys nerd, I know) and I've created several campaigns set in the world of Fallout for a group of friends, so extensive and detailed worldbuilding is not alien to me, nor it's purpose. The idea is to go big and make it feel as if it's just a piece of a much bigger world, casting shadows on it's edges and influencing it directly and profoundly.
      >I’m rooting for you
      thanks anon, it really means a lot
      >F2 total conversions are a special interest of mine
      same
      >resource for future modders
      sounds awesome, If you have a link, drop it if possible
      >make sure you are documenting everything
      Couldn't agree more and that's the way to do it. My first encounter with these were the original Van Buren design documents and ever since I used them as sort of a "template" when creating stuff for Fallout and the same will apply here. Helps you keep focus and revisit/rewrite/develop your ideas more easily. I'd be happy to release them once and if the mod is done.
      >Oregon cannibals
      Yes, this was one of the smaller factions I wanted to include. Sonora with Jackals really took the cake with this theme, but I hope there is a way to shine a different light on it and make them interesting.
      >connect the world back to Arroyo
      My thoughts exactly, this is where I intend the game to start, in (New) Arroyo that was founded by the Chosen and survivors of V13 and Arroyo tribals, after they used the G.E.C.K. The available lore says they "resettled" but this doesn't necessarily mean they used the same place for their new home - my headcanon tells me they wouldn't, since the old village was destroyed. The idea here is to break the tradition of other Fallout games/TCMs and instead of starting in a small/closed off location (V13, Arroyo, nascent Vault City, Villa, Elko etc), to start in a big city with a lot of things to do from the get go, instead of instantly travelling somewhere else.

      • 4 weeks ago
        Rose & Nightingale

        >worldbuilding
        Another thing to follow is keep post-apocalyptic literature in your mind. The classic example is how A Canticle For Leibowitz became the blueprint for the Brotherhood of Steel: "instead of the Church doing this, what if it was the Military?" Since you're focusing on Oregon, the Emberverse by SM Sterling comes to mind, as well as The Postman by David Brin and The Begum's Fortune by Jules Verne.

        Keeping in mind general Pacific Northwest tropes and cliches is generally useful. That's how BlackDesigner made Sonora what it is, by watching Westerns and Mexican soap operas and really growing to understand the region he built the game around.

        >resource
        I'll link it, but keep in mind it's a very early form so plz no bully yet: https://docs.google.com/document/d/17fo3Rt1U2DvGnyyZKeKKddAtlolELn6O9961Jng52HY/

        >Cannibals
        Jackals was a very good exploration of this trope, but this tribe up north could definitely have its own niche.

        >Arroyo
        This is exactly what I would do if I had the skill to make a game tbh. I would actually link the world's map to the original Arroyo site (whether New Arroyo is built there or not) just for the sake of having the same kind of continuity that F1 and F2 have with Vault 13 serving as the map linchpin.

        When I think of New Arroyo, I kind of picture Baldur's Gate from the original 1998 game. Might be worth taking inspiration from its setup. Could also have Hakunin's shamanism still be a present religion in some form.

        >need English speakers
        I'll volunteer. I really just hope that you can script. That's always been the bottleneck for these projects tbh.

        >Forests
        Whether you do or not, my recommendation is not to use the green grass tileset from F2; it's too vibrant. Something darker and more woody would be superior. I only say mix in green locations with tan because after playing so many Fallout 2 mods, the wasteland tan color is burned into my eyes.

        • 4 weeks ago
          Anonymous

          >Emberverse
          I know about the rest but haven't read these, thanks
          >The Postman
          Similarly to how Fallout 1.5 Resurrection lifted and reimagined Bartertown form Mad Max 3: Beyond Thunderdome for Corath, I wanted to do something similar with Corvallis from Postman
          >Pacific Northwest tropes and cliches is generally useful
          Good point, will try to find some resources regarding this. There are several global tropes and themes I wanted to explore in this mod.
          >map linchpin
          Again, you read my mind - the world map I'm working on will be cut off just like that, with Klamath and maybe Den making it over from the original game (the former will for sure because story reasons, the latter I'm not decided on that much, specifically because the latitude it's sitting on would include Modoc and Gecko and I don't want these in).
          >I really just hope that you can script
          Yes, I'm no Black Designer but I intend to get at least somewhat close to his level, in (the fullness of) time
          >Something darker and more woody would be superior
          Agreed, one of the reasons for example why the Fallout TV show looked so off-putting to me were the verdant forests shots. Or any mod that just adds the green stuff everywhere like pic related. Feels like a Fallout fever dream to me. Maybe a "mexico filter" could make it work.

          so you want others to fully conceptualize your game

          wow shameless

          Hey, as they say, "Good writers borrow, great writers steal". But joking aside, I'm just interested in making a good gameplay experience and I'm well aware I don't have all of the best ideas out there, if any lol. If someone's contribution helps the final mod be a better experience for everyone, that's a win in my book.

          • 4 weeks ago
            Rose & Nightingale

            >worldmap
            I'm agreeable to the original Arroyo site and Klamath, but not really to the Den. The Abbey is another location that would be close to the bottom of the map, but it's been a long time since I played the Restoration Project. Is it worth including the Abbey 50 years later? I guess I would need to think if there's worthwhile plot hooks.

            One thing I will recommend against is not to focus too much on cities like Seattle and Portland. Fallout 1 and 2's biggest social hubs were cities like Barstow (Hub) and Reno, not the biggest cities in real life in those regions. I wouldn't be afraid to borrow from the best ideas of The Frontier though; as godawful as it was, there were ideas for Portland that are salvageable from it, if retooled.

            >Scripting
            One thing to note is that BlackDesigner was able to complete Sonora so quickly because he had macros based on his work on Nevada. Just a thought.

            I've been mulling over the idea of the West Coast Fallout sequel myself, in this "if Bethesda gave me the keys to the kingdom, how would I do it?" kinda way.
            So far, my loose ideas are:
            >focus on Oregon, a lot of overgrown, woodland locations, maybe with some snow, we haven't had a lot of that outside of Jacobstown
            >New Arroyo as the story focus: a high-tech, yet shamanistic society of scholars, independent from NCR - starter city, Portland as another main city.
            >NCR, Followers of the Apocalypse, Vault City make a return. NCR does what NCR does best, trying to annex Oregon, FoA set up shop in New Arroyo, player is a prisoner from Vault City.
            >new villanous faction - maybe an ex-NCR commander taking over the tribes of Oregon cannibals? Apocalypse Now is a cool movie. Also, nothing was ever done with psykers, and this might be a cool idea for a faction.
            Sorry for bring rambly, but trying to write essays when typing on a mobile is not fun.

            >Apocalypse Now
            I think the Legion has captured this to full completion and might not be worth revisiting tbh. Rogue NCR commanders playing as warlords could be interesting though, especially because (as OP says we keep to NV's canon) we are now in a period where the NCR is suffering famines. I could see raids for food or even some pirate action, potentially.

            >Psykers
            Oregon and Washington have a big occult scene irl and I would like to see Psykers expanded upon too. Some kind of witch's coven might be interesting.

            Depending on artistic talent, we are due a new race of mutants to add to the mix. That is what I would like to see the most, some more diversity in creature and character encounters.

            I also think that borrowing NV's companion quest mechanics is a very good idea. The Fallout 2 Megamod has shown that it is 100% doable in this engine.

            One more thing: because the worldmap is mostly a flat stretch of land with a parallel coastline, diversity by region will be really necessary to flesh it out. This is another point that can be borrowed from Nevada.

            • 4 weeks ago
              Anonymous

              Area 51 in Nevada was leagues better going by those MR screenshots. Btw, what did you do to get the whole map like that in one image? Some sort of export function?

              • 4 weeks ago
                Anonymous

                Loved that one, alien was great touch down

            • 4 weeks ago
              Anonymous

              I disliked most of the stuff that was restored in RPU to be honest, always felt disconnected and out of place in Fallout 2, as if it's trying too hard to fit in and be special in it's own way. EPA with it's plant shit and snowflakey companions, Shi crap that doesn't help fix San Fran that was already fricked to begin with, but Abbey most of all. I know it's supposed to be a direct homage to Canticle, but it felt really dull, stale and blatant. Not even in the sense that it was designed poorly (the updated maps are a big improvement) I think what put me off the most was the music track used for this location. It's such a break from Morgan's style that it really ruined it for me. So I don't think it's worth revisiting, there's a reason why cut content was, well, cut.

              Seattle and Portland were nuked to hell and back so yeah, better to leave them like that. I don't know anything about the Frontiet except for the slaaneshi lizard people memes and that it was godawful overall. What is salvageable from it exactly, in your opinion?

              NCR being worse for wear after prolonged confrontation with BoS and Legion is a cool idea to explore and something I wanted to do as well.

              >psykers
              Get mental block'd lol

              • 4 weeks ago
                Rose & Nightingale

                Lol good perk. It's impossible on this engine but if psychic stuff is ever explored it should be tied to the Charisma stat--make it as much a sleight of hand act as it is exerting influence over the people around you.

                >Frontier salvage
                Number one thing is this is where the Tanker Vagrants went. Doesn't mean the whole city of Portland needs to be descended from Enclave remnants, but as a dungeon area the PMV Valdez could be cool.

                >NCR
                One thing I thought of today was that including the Bishops as having a presence in New Arroyo would be interesting. Whether they know their ancestry linking them to here or not, the Bishops were Tandi's lapdogs in F2 and did a lot of shady stuff to help expand the NCR. Maybe they're in New Arroyo having gone legit.

                Another detail is that it's about time someone depicts the NCR as having a non-hostile neighbor on equal footing as them. Whether some kind of Cascadian Republic is present (very common theme for this region) or a Mormon frontier town in the east linked back to New Canaan and its diaspora, either way it could help demonstrate that the NCR can't just expand forever and will run into competitors. The rest of the world has been rebuilding just as California has.

              • 4 weeks ago
                Anonymous

                do you intend on treating certain outcomes for fallout 2 as canon, or will you keep it vague?

              • 4 weeks ago
                Rose & Nightingale

                Me? I'm not the OP, but if it were up to me I'd only treat the ones that FNV confirms as canon as such.

              • 3 weeks ago
                Anonymous

                >psychic stuff
                A bit divided on this to be honest. I can see some potential in psionics with maybe some NPCs or critters, but I wouldn't take it too far. OG Fallout is gonzo to a degree but the protagonist was always just a regular dude. Giving him superpowers would turn the world upside down. But that kind of weird FO1 introduced is definitely better than the wacky pop-culture crap of FO2.
                >this is where the Tanker Vagrants went
                Shieet. Was this ever confirmed in the lore somewhere? Or Frontieroids invented it? Vagrants never made much sense to me but their cool factor kinda compensated for it.
                >Bishops
                Thanks loreguy, interesting angle tbh. Was it ever stated by devs what was the canon ending for New Reno? I think that would determine the viability of a plot hook like this more than anything else.
                >non-hostile neighbor on equal footing as them
                I'm partial to city-states more than actual fledgling statelets like the Republic. I don't see another power of that size rising in the same region and I think it makes the NCR unique in a way to be the only one, with its own set of problems. Take Vault City for example and how advanced it is, they used the G.E.C.K. and yet still got annexed in the end. But a non-hostile well-off city not eager to join and wanting to do it's own thing independently is exactly how I imagine New Arroyo.

              • 3 weeks ago
                Rose & Nightingale

                >Psionics
                Can agree to keeping it to NPCs.

                >Vagrants
                I think this is a Frontieroid invention. Still kinda good tbh.

                >Reno
                Seems like FNV took both the Bishops and the Wrights as canonical endings for New Reno. Your son is born to the Bishop daughter and the Wrights establish order in the city while the Bishops get the NCR to annex it.

                It also borrowed the Van Graffs from Van Buren, so they're active in Reno in the place of Salvatore. There's some more detail I can go into that's better said sometime else.

                >City states
                Yeh that's fine. Eco-friendly weirdos are a must though, this is Oregon and Washington after all. Sonora has a sprite you could borrow for treehugger hippies, actually.

    • 4 weeks ago
      Anonymous

      >all of the F2 locations joined the NCR
      Just a small spoiler here as well since you're reading my mind: this will be one of the more important power struggles of the mod i.e. NCR trying to absorb New Arroyo and my idea is for the player to have the final say in it - will your home remain independent (and suffer the full consequence of this) or join the Republic (and suffer the full consequences of this). I know FNV assumes this from the outset because of Emily Ortal etc., but it never made a whole lot of sense to me.
      >There’s other hooks from F2’s world you can expand upon
      You bet
      >Would love to speak more with you about this project but I am merely a humble Ideas Guy and can’t script for shit so I’m useless
      I'll be around and this will take a long while to complete. I'll definitely need to recruit some native English speakers at some point since I'm not one, and someone with extensive Fallout lore knowledge, as your wiki project would imply, would definitely come in handy
      >don’t join the army of dead fallout projects behind you.
      I'm determined to see this through even if takes a decade to complete
      >you should lean into forested green areas
      believe it or not, I was thinking about this, but am still not decided for a variety of reasons, specifically of how it would break the established wasteland feel and depending on how biomes of Oregon fared after the apocalypse. But thanks for the suggestion, definitely worth thinking about.
      >Good luck
      Appreciate it, I'm gonna need it.

    • 4 weeks ago
      Anonymous

      >BlackDesigner released his after Nevada and Sonora were finished
      that sounds intereseting. Not Op, but where can I read those?

      • 4 weeks ago
        Rose & Nightingale

        They are on his website https://fallout-nevada.ucoz.ru/

        Of course, they're in Russian so you'll need to translate

        • 4 weeks ago
          Anonymous

          I speak russian so i'll be fine. Thanks!

        • 4 weeks ago
          Anonymous

          So I've started reading it and it says that it's a design document for Nevada 2.0. And in the preamble it says that among other goals he intends to make the world smaller by removing the western part of the map and such locations as Provo, Salt Lake, Vegas etc along with it. So is he reworking the already released game, or what exactly am i seeing here? I have not played Nevada yet

          • 4 weeks ago
            Anonymous

            No, they're not actually remaking the game using this doc. This design doc is the basis of what became Fallout Sonora

            • 4 weeks ago
              Anonymous

              I see

  14. 4 weeks ago
    Anonymous

    >bethshit is out (F3, F4, F76 etc.)
    BASED, seethe harder Bethesda cucks

  15. 4 weeks ago
    Anonymous

    so you want others to fully conceptualize your game

    wow shameless

  16. 4 weeks ago
    Anonymous

    I've been mulling over the idea of the West Coast Fallout sequel myself, in this "if Bethesda gave me the keys to the kingdom, how would I do it?" kinda way.
    So far, my loose ideas are:
    >focus on Oregon, a lot of overgrown, woodland locations, maybe with some snow, we haven't had a lot of that outside of Jacobstown
    >New Arroyo as the story focus: a high-tech, yet shamanistic society of scholars, independent from NCR - starter city, Portland as another main city.
    >NCR, Followers of the Apocalypse, Vault City make a return. NCR does what NCR does best, trying to annex Oregon, FoA set up shop in New Arroyo, player is a prisoner from Vault City.
    >new villanous faction - maybe an ex-NCR commander taking over the tribes of Oregon cannibals? Apocalypse Now is a cool movie. Also, nothing was ever done with psykers, and this might be a cool idea for a faction.
    Sorry for bring rambly, but trying to write essays when typing on a mobile is not fun.

  17. 4 weeks ago
    Anonymous

    >I wanted to ask what would YOU want dear anon,
    Play as Vin Diesel and fight for FAMILY.
    More BOS things.

  18. 4 weeks ago
    Anonymous

    smoking hot teenage prostitutes with huge breasts and abs. include sex stats like stamina and dick size. make every female npc young and hot and loose.

    • 4 weeks ago
      Anonymous

      Apparently there's some NWN module that made breast size a function of constitution score. Neat idea.

  19. 4 weeks ago
    Anonymous

    >game-sized total conversion mod for Fallout 2
    On a scale of yes to мoя кpoвь - вoдкa, how russian are you?

  20. 4 weeks ago
    Anonymous

    Godspeed, anon

  21. 4 weeks ago
    Anonymous

    A burnt down forest and a burning coal mine town. I just think it would be cool visually, and the burning coal mine towns have always fascinated me in a macabre sort of way. Although can the fallout engine even pull off a constant smog/smoke effect?

  22. 4 weeks ago
    Anonymous

    Hey OP. Sorry you had to put up with some douchery earlier from comments. I think going to the fans for ideas is great and should only ever be commended. Here's one for you. Use a world state code. This is an idea I heard being talked about by those old Daggerfall dudes whove been working on their own project. Its a basic idea so Im sure its been done before but its very simple and powerful. Basically you have a set of variable which together define the world state. Could be things like 'prosperity' or 'stability' or 'radiation pollution' etc. Every quest or most of them affects these variables and the variables in turn affect various aspects of the world such as area layouts, npc reactions, merchant prices and of course random encounters. Like say you let a band of raiders go in one quest. Well that might lower prosperity and stability as the gang would still be out there causing havoc. This all provides a very simple but also highly organic way to tie the world to player actions.

    I literally have no idea why more devs dont do this. I use world state in all my games because its just the simplest way to get nice global reactivity.

    • 3 weeks ago
      Anonymous

      >all my games
      such as?

    • 3 weeks ago
      Anonymous

      >douchery
      we're on Ganker after all, bumps are appreciated
      >world state code
      hmmmm I see what you're saying and I think this would be possible to script with some GVARs (global variables). Probably too much of a hassle and would require a whole lot of testing, but worth considering at the very least, thanks.
      >what works in crpg will not necessarily work in ttrpg
      100%, these are different mediums after all. However, ttrpg experience comes in great during the overall worldbuilding and imagining phase and translates well into design docs, which is where I am at now lol.
      >weapon progression
      I'll probably ape Sonora here with further adjustments, I think Nevada Band did this part really good. Large variety, lots of upgrades and accessability for all combat skills right from the start.
      >Leader/Loner
      This was borrowed from Tactics IIRC. Ideally I would want to reimagine most of the traits/perks to make them worth taking.
      >starting gear
      Definitely, always loved this in FO1, but it needs tweaking for sure.
      >companions
      Ideally I would go with RP Companions Expansion level of complexity, where they have multiple level ups and personal stories/quests, but we'll see.
      >start small
      That's the idea, this project would be a long term work of passion, but I'm starting with one location as a test first and slowly building on that while populating the design doc.

  23. 3 weeks ago
    Anonymous

    Anon if this is not a joke - you have my blessing.
    As a matter of fact I've created about 200 pages of TTRPG fallout centered around Louisiana, and after a few hundred of hours of playing it with my friends I've came to the conclusion that what works in crpg will not necessarily work in ttrpg.
    Shocking, I know.
    Anyway, the reason why I'm rambling about it is that IF you were to be interested in using my mechanics, or rather general ideas, because of a point above - I am open to share.

    So to answer the OP:
    >Locations
    I have no actual knowledge about both of these states, sorry.
    >Weapons
    If something is native to the region, use it, or make a reference of it.
    I would advise on making weapon progression similar to that of other mods.
    >Perk/Traits
    F1.5 have this awesome perk "Leader" that gives +1AP and +5AC to all companions. In essence it allows them to make one more attack with their preferable weapons, and makes them harder to kill. It is basically a "I like to travel in party of 4" perk.
    There is also a loner perk - if gives you +10% to all skills if you are with 0 companions - a nice, quick boost if you like to dump charisma.
    >Gameplay mechanics
    Do you recall, that in F1 you have different starting gear depending on what skills you've tagged? Sadly, it does not incorporate all skills, Fallout et tu tried to incorporate all skills into that, but I'd consider what they went with as unbalanced (such as having a flamethrower from the start if you tag heavy weapons). But maybe balance is boring for you, idk.
    >Companions
    Either go with F.15 level of interaction, or make them mules only. There is no in between.
    >Special encounters
    Other than Gravity Falls, Oregon reference I have no input.

    As a final note - please start small, do not try to make another Nevada or Sonora from scratch. It is better for everyone, including You, that you complete a small project, then go big instead of having about 99,7% chance of failing and letting your hard work go to waste.

  24. 3 weeks ago
    Anonymous

    Anon I gotta know, whether you want to see that TTRPG or not, give me a clear answer I'm autistic.
    We went with a major change in skillset:
    >Handguns (A pistol or an SMG)
    >Shoulder Arms (Shotguns, ARs, Snipers)
    >Heavy Weapons (Machineguns, AMRs, GLs, and beyond)
    Now, you might already figured it out - where the heck are energy weapons - and the answer is - nowhere. Are you armed with plasma pistol? Use handguns. Laser rifle - shoulder arms. Tesla cannon? Heavy weapons.
    So yeah - a single skill that is dependent on size or a way of handling the weapon, not on whether it boom booms or pew pews - it does not matter. It's a big change, so we made sure it was transparent to anyone playing the campaign.

    Anyway:

    Are you planning on splitting shoulder arms into the big guns like Sonora did?

    Anyway, big trio - Nevada, Sonora and 1.5 all seem to try to give you access to all weapon types earlier than F1 or F2 did. I mean, in F1 first energy gun is what - a plasma pistol in necropolis, or maybe you could buy a piece in Hub?
    In Sonora you get garbage laser in Garage City, in Nevada i recall it was a jury rigged plasma gun in Black Rock, and 1.5 have Apollo thingy in Corath.

    As for niches that aren't filled in F2 (no need to bring F1 to this for obvious reasons) there are some to come to mind.
    >Anti Material Rifle
    >Heavy SMG (F2 did it alright with P90, but I think what 1.5 did with Vector is desired)
    >In general more energy weapons - there are three (laser/plasma/pulse) pistols, nothing in between, and then three 3 OP weapons.

    • 3 weeks ago
      Anonymous

      >Weapon groups
      I definitely liked what Sonora did with reshuffling these a bit, especially with folding rifles into Big Guns and this is something I would copy, with further adjustments. I feel like they left Small Guns underpowered with just pistols and SMGs, so I have an idea for a brand new weapon type to add under these and I would also move shotguns here. So in the end the spread would look something like this:
      >Small Guns (pistols/revolvers, SMGs/PDWs, shotguns, new weapon type)
      >Big Guns (assault rifles/snipers, grenade launchers, machine guns, BFGs (miniguns, flamethrowers, rocket launchers etc.)
      I see what you're getting at with how you divided them, but I think it would feel a bit "alien" in so far how these skills were traditionally used in classic Fallout games. IIRC energy weapons are a skill on it's own because these guns require special training to operate.
      >Weapon progression
      All combat skills should be viable from the start so that's a yes from me
      >you want to see that TTRPG or not
      always, didn't want to press you or anything, if you wanna share go right ahead. "Swampy Fallout" was a cool idea ever since the cancelled Fallout Tactics 2, so I'd be happy to see what you've come up with for Louisiana.

  25. 3 weeks ago
    Anonymous

    At first I wanted to upload it here as a PDF, but it seems that VRPG doesn't support this file type. Bruh.
    Alright, Anon here's the link, download it, translate and make yourself a PDF.
    >https://docs.google.com/document/d/1N5cEDxdBQ2x_XCBmzm8EmWCV9ccynNHjmmlRy3Hn5rg/edit
    It's a work in progress which probably will never be finished. And I'll sooner make my own fricking total conversion to F2 taking place in Louisiana, then finish this goddamn TTRPG which (the Campaign) has already ended.

    • 3 weeks ago
      Anonymous

      respekt

  26. 3 weeks ago
    Anonymous

    Anon, I've been thinking and tinkering with PNP fallout made by Joshua. Sure, not everything can be translated to vrpg from ttrpg 1 to 1, but there can be some neat ideas on how he saw his S.I.M.P.L.E. system as a next step from S.P.E.C.I.A.L.

    Anyway, I've made up some skill nonsense.
    >Combat Skills
    Handguns
    Shoulder Arms
    Heavy Weapons (I already know your opinion, just stating it all in a single place)
    Unarmed
    Melee Weapons
    Throwing
    >Active Skills
    First Aid & Doctor >>> Merge both to Medicine skill
    Sneak (left as it is)
    Lockpick & Traps >>> Merge both to Security skill
    Steal (leave it be)
    Science <<< Split it to Natural Science and High-Tech Science
    Repair (re-branded as Engineering)
    >Passive Skills
    Speech <<< Split it to Persuasion and Deception like Van Buren intended
    Barter (leave it be, but take inspiration from Black Designer - it allows for better quest rewards, and better stocks in shops)
    Gambling (leave it be, maybe make some fancy questline hidden behind it)
    Outdoorsman (leave it be)

    • 3 weeks ago
      Anonymous

      This way you get rid of "useless" skills, or rather severely less useful skills:
      >Traps
      Doesn't help much, and making traps more difficult or deal more damage would only frustrate non traps users.
      Maybe make a unique weapon contained in a rigged safe that explodes if your traps skill isn't good enough. Maybe even double down on moronness and put a only alien blaster in game here and watch people seethe.
      >First aid
      Weaker to doctor in all cases and doesn't have its own perks related to it. Delete immediately.

      And you also get more focus on "crafting" skills with natural, high tech and engineering science some quests might support more variety of checks.
      >Natural science
      Consumables, stimpacks, medicine, herbs, poisons, chems, explosives (yup) , and maybe a single legendary craft that boosts your special by one.
      >High tech
      Crafting energy weapons, Tesla and powered armour, and a vehicle or a computer.
      >Engineering
      Craft armours, firearms and melee weapons. Repair generstors in quests.

      Other split/merged skills:
      >Security
      Gain some usefulness to already useful skill of a lock pick. Don't waste twice the skill points for traps. Also since it covers wider range it's more believable for it to cover electronic locks. However I don't quite remember if they were opened with science or lock pick in original.

      Persuasion/deception
      I'm just going to leave you with the argument that Van Buren was splitting them, I think it's a strong one.

  27. 3 weeks ago
    Anonymous

    mechanics
    armor crafting, i always felt fallout had much more potential regarding armors. Even with the same sprites:
    - wolf skin jacker
    - gecko skin leather armor
    - deathclaw armor (legendary quest/high skills needed)

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