F3M - A Total Conversion Mod To The Original Fallout

Post » Fri Dec 24, 2010 7:27 am

Sounds like a very interesting idea would be nice to see the old fallout games redone. I started on fallout 2 a while back to see what it's like but haven't really gotten far. Glad to hear your going by areas and i'd also suggest after you finish an area pack it and release it. I don't care if it's small i don't care if there's not much to do. If you do that every time you finish a section you'll actually get somewhere and there's a very low chance this will fall flat on its face like every other absurdly ambitious mod. By the way don't you need legal rights of some kind to completely reproduce the game? I know some guys tried to make a 3d starcraft way back and got slammed and shut down due to legal issues.


Not unless they use original game assets.

If they do all their own voice acting and all their own modding.
I dont knwo whether that accounts for writting as well they may have to change some of the game dialog slightly but I am sure if they are hard core enough fans to remake the game they will do it justice.

I was going to post a message sooner because I love the idea of this TC.
Really good luck to all of you, I am currently part of a TC team and we recently had a rather Epic disagreement (ALL MY FAULT) with the story... Yet we actualy worked through it without damaging any working relationships.
Aslong as you are all very inspired by the project you are doing then you will go far.

Good luck. :)
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Christine
 
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Post » Fri Dec 24, 2010 2:31 pm

a few ideas.

1) recruit, recruit, recruit, you can never have too many team members. if someone comes along does one thing and disappears. thats still one thing less to do.
2) keep it fun for all the team members.
3) scour fallout nexus for everresource that may be useful to you. cutting down yourworkload
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RUby DIaz
 
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Post » Fri Dec 24, 2010 5:03 am

Again, we appreciate all the warm wishes! It's great to see such an interest and definitely helps fuel things :) .

As for some of the notes throughout the multiple replies, we've already been contact by a couple of the developers who have put together Original areas offering for us to use then, which we are really planning to use as much as possible. Of course some things may need to be modified but anything that helps cut down on development time will be a huge help! We are also very open to recruiting volunteers! Like I had mentioned before even if you don't have direct modding skills, ie animation, modeling, scripting, etc we still have lots of work to do tracking down info from the original game so that we make sure we get everything as close as possible.
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Bethany Short
 
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Post » Fri Dec 24, 2010 5:30 am

Its going to be pretty interesting to see what you do with the project. Are you going to take the original intro sound from the original Fallout, maybe updated artwork for the opening? Same thing with the intro? Or recreate them completely, with a new voice and everything? What of the wasteland? Are you going to make it a desolate, generic desert like te original Fallout, or are you going to put more variety in it? Lastly, NPC's. I can't wait to see what the master looks like!

It sound ambitious, and it will be cool to relive Fallout with the new engine and everything. So good luck!
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alicia hillier
 
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Post » Fri Dec 24, 2010 5:30 pm

Its going to be pretty interesting to see what you do with the project. Are you going to take the original intro sound from the original Fallout, maybe updated artwork for the opening? Same thing with the intro? Or recreate them completely, with a new voice and everything? What of the wasteland? Are you going to make it a desolate, generic desert like te original Fallout, or are you going to put more variety in it? Lastly, NPC's. I can't wait to see what the master looks like!

It sound ambitious, and it will be cool to relive Fallout with the new engine and everything. So good luck!


As far as using original content, I'm trying to check on the legalities of it with Bethesda. It would be great if we could use some of the original voices and such, but it will really come down to if we are allowed to or not. If not we'll get voice actors and try and get as close as possible. For the wasteland, it's still undecided whether we'll be creating new content for a wasteland or using a travel system to stay closer to the original game.
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HARDHEAD
 
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Post » Fri Dec 24, 2010 5:36 pm

Not getting my hopes up for this, but don't take that the wrong way, it's a good idea and a nice initiative, just not to realistic. Keep it up though, if you can stay on it and actually finish you can get all the kudos you want from me :P
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Scott
 
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Post » Fri Dec 24, 2010 7:24 am

I never played the original Fallout. What makes it worth all this effort?
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Jessica White
 
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Post » Fri Dec 24, 2010 1:23 pm

I never played the original Fallout. What makes it worth all this effort?


Well, it's kind of hard to explain to someone who is uninitiated.

I'd dip you in the NMA vats, but I'm concerned that your exposure to the radiation/BEV here on the Bethesda Boards will make you into one of the stereotypical 'brutish ogre' super-fans instead of the intelligent 'Lou' or 'Marcus' variety. Only fresh vault dwellers make decent NMA super-fans.

Suffice to say that in terms of storytelling, FO1 is one of the best RPGs ever. The villains were compelling, the plot self-consistent, and it was one of the first games to ever give something other than a stock 'you rescue the princess and live happily ever after' ending. The dialog was witty and your choices actually mattered.

You know the overreaching plot of FO3? Yeah. Bethesda copied it from a mixmash of FO1 and FO2, except the execution was less compelling because Bethesda's talent lay in worldbuilding, not storysmithing.

Oh, and the stats actually mattered too in FO1. If you had a 20 in your small guns skill, you would be terribly inaccurate, rather than your gun magically doing less damage. With FO3, weapon skills basically equate to more damage with some slight accuracy boosting. SPECIAL stats were important too. An 8 in AGI compared to a 7 was a big deal, while in FO3, it really isn't.
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Syaza Ramali
 
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Post » Fri Dec 24, 2010 8:29 pm

I'd dip you in the NMA vats, but I'm concerned that your exposure to the radiation/BEV here on the Bethesda Boards will make you into one of the stereotypical 'brutish ogre' super-fans instead of the intelligent 'Lou' or 'Marcus' variety. Only fresh vault dwellers make decent NMA super-fans.


You're not kidding... NMA is not a very friendly place... nothing is good enough for people there.
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Becky Cox
 
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Post » Fri Dec 24, 2010 5:19 am

I if only things like this would actually happen. I wish you and your team the best of luck, and I do hope that this works out, but I have absolutely no confidence that this will even come close to being finished.

also
1) recruit, recruit, recruit, you can never have too many team members. if someone comes along does one thing and disappears. thats still one thing less to do.
2) keep it fun for all the team members.
3) scour fallout nexus for everresource that may be useful to you. cutting down yourworkload


This cannot be stressed enough if you actually plan on going through with this. especially the bits about the team. If you gather just enough folks to fill in the gaps and one ends up being lazy/lackluster/lost the entire project usually collapses in on itself.
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Chase McAbee
 
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Post » Fri Dec 24, 2010 7:23 pm

You're insane for trying dude....but otherwise good luck :)
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Stay-C
 
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Post » Fri Dec 24, 2010 5:56 am

Please people, dont support and motivate projects like that, you cutting in your own Flesh.
They taking talented people and use them for they insanity and daydreaming.
These talented people are not available anymore then to create some nice mods for us.
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Tom
 
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Post » Fri Dec 24, 2010 4:34 pm

Please people, dont support and motivate projects like that, you cutting in your own Flesh.
They taking talented people and use them for they insanity and daydreaming.
These talented people are not available anymore then to create some nice mods for us.


What people want to waste their time on is their business. Whether it sees the light of day or not. Just because someone is on board a large project doesn't mean they won't do things on the side.
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Louise Lowe
 
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Post » Fri Dec 24, 2010 11:09 am

What people want to waste their time on is their business. Whether it sees the light of day or not. Just because someone is on board a large project doesn't mean they won't do things on the side.


Of course its their of business. But they may not know, that they put many hours of life into something, that will never see the daylight.
Yes, now they belive it can be done, but it can not.
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Taylor Tifany
 
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Post » Fri Dec 24, 2010 7:55 am

I think the key thing is that yes staff will come and go, yes it is an ambitious project, and yes it is going to be a huge amount of work but in the end we've got some solid people and a huge community that wants to see this happen.

We're here for the long haul, and have no delusions that this is going to be a short project. In reality it will probably take a year or two to complete in whole. The thing is that we are true Fallout fans, it's not about glory it's about bringing back a classic and awesome title in an updated medium to provide more exposure to the original Fallout feel that was so great.

As for pulling away community resources the big thing to remember there is even if the project never sees the light of day (which we are planning for it to) then all the work that has been completed can still go to good use for the community. Furthermore, we are still in the early processes of getting the mod going. Which in terms of converting a game is a lot of cataloging and researching inside the original game and it's files to make sure we get the game as close to the original as possible without actually having the help of the original development team (which is welcome if any of you are out there :) ) so we are still a pretty small team.

All in all, thanks for the support and the skepticism as it gives us something to strive and beat! If you are interested in this mod and do want to see it's success but don't have the time or skills to volunteer you can still help by spreading the word and keeping up to date with everything that is going on. Also, if you have seen content out there or are a creator of content that you might think would help in the completion of this mod let us know. We've already had a few community resources offered to us to help with the mod and they are much appreciated!

We hope to have some nice stuff out for everyone to see the work we have been doing so stay tuned and thanks again!
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Eric Hayes
 
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Post » Fri Dec 24, 2010 4:45 pm

Hey, good luck.

Why not start with creating and releasing the original vault? If that works, then create Shady Sands, then Junk Yard and so on. Keep working on the towns and release them as separate entities. Then when you have about 60% complete your team can try compile it into one complete total conversion. Adding the main quest and adding in the small area's.

That way you have notable achievements to encourage your team as they work, you'll have fully playable area's and also if the project fails you'll still have something released that people will hopefully enjoy and play. Also that release work can be used to have feedback from the community.
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Jennifer Rose
 
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Post » Fri Dec 24, 2010 5:53 am

Yeah to add to what Fabman said, the best thing to do is start with a areas you can fast travel to within the game now. Add in the original Fallout places, bit by bit, and go from there. Even better would be to have the entire community be able to contribute with things. We all want to see the FO1 world done, so I think public interest is high. Once you have that all done, pull it together and make your TC!
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Nikki Lawrence
 
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Post » Fri Dec 24, 2010 6:34 pm

Nothing is definite at this point as we are still discussing our release plans, but releasing piece by piece is definitely high up on the table of options and the development process is slated to follow a *standard* linear progression through the game, ie we'll develop the areas from Vault 15 to Shady Sands to Vault 13 to the Khans camp, etc.
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WTW
 
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Post » Fri Dec 24, 2010 6:20 am

Shady Sands would be the easiest city to start with out of the ones that require a lot of new 3d assets. Sure you could recreate vault 13 or 15 first but the reuse of old vanilla assets doesn't impress anyone and besides Cliffworms has already created a great v13 and v15 that was designed to be used by mods like this. The architecture of shady sands is very plain and if you want to drum up lots of interest and recruiting then you need to show things off visually. The bigger the model the more screenshot it covers. Get the architecture of shady sands modeled first, placed in the world then worry about the smaller stuff like guns, furniture, etc. Screenshots make mods go round you know. Also shady sands is one of the most memorable cities from f1 because its usually the first place everyone visited and it has such a unique look. It would be a great teaser mod and recruitment driving mod to get completed and out to the community as fast as possible. use the v13 and 15 that is already available and include the Kans base and the radscorbions cave with it for a nice bonus and some added quests.
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Rachael
 
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Post » Fri Dec 24, 2010 12:26 pm

Sure you could recreate vault 13 or 15 first but the reuse of old vanilla assets doesn't impress anyone and besides Cliffworms has already created a great v13 and v15 that was designed to be used by mods like this.


The intention is to re-make the original door/entry way and Cliffworms has already volunteered to let us use his current resources.

Until we can get an animator, we are working on Shady Sands as our current priority.
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DarkGypsy
 
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Post » Fri Dec 24, 2010 5:07 am

Sounds good! Show us some WIP shots of the models being worked on the for the city to drum up some more interest. V13 could also use a working elevator and v15 a broken one which can't be found in the vanilla assets ...same with the overseers desk. Good luck :)

p.s. hope the honeymoon went well!
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Trent Theriot
 
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Post » Fri Dec 24, 2010 10:53 am

V13 could also use a working elevator and v15 a broken one which can't be found in the vanilla assets ...same with the overseers desk. Good luck :)

p.s. hope the honeymoon went well!


yes, alas I had to resort to a simple script for V13's elevator where the player selects the floor he wants to go and gets teleported there. This can't be used by NPCs but there's a subtle way to do it if it's too complicated to make a working elevator. Placing the smallest possible doors on a wall, a door so small that the player can't see it but the NPCs can use it. Then, with RAI, NPCs will "simulate" taking the elevator by using the tiny door. In one of my upcoming Oblivion mod, this is what I did for simulating the come and go of many NPCs. :)

For V15, what I did was create a ruined elevator shaft but you can't explore it, just look at it. But you guys will most likely bring ropes back so the player will be able to fall through the shaft if he doesn't use a rope. :)

Good luck with the project!

Please people, dont support and motivate projects like that, you cutting in your own Flesh.
They taking talented people and use them for they insanity and daydreaming.
These talented people are not available anymore then to create some nice mods for us.


Modders do what they want. It does happen that big projects get cancelled, but it also happens that others succeed (Tamriel Rebuilt). And if one gets cancelled, the modders who worked on the project will have gained a lot of modding experience. :rolleyes:
Encouraging people not to support such projects or telling the modders to go mod something else is really against the modding etiquette, Yossarian.
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Nicole Kraus
 
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Post » Fri Dec 24, 2010 2:41 pm

All Fallout fans,

This project is still alive and kicking. We went through some slow patches and site difficulties but we are still alive and kicking. If you haven't seen we've been doing some good work and increased our web presence a bit. Now you can keep track of our progress via multiple avenues including:

http://www.youtube.com/user/Dakcenturi
http://twitter.com/Fallout3Mod
http://www.facebook.com/pages/Fallout-3-Mod/302209901632?v
http://www.moddb.com/mods/fallout-3-mod

We're well on our way to getting Shady Sands completed but we still need a lot of assistance. Our priority needs are highlighted, but if you fall under any of the other positions, don't hesitate to apply!

* Programmers (We really need help in this department!!!)
* Mappers
* Texture Artists
* 2D Artists
* Modelers
* Animators
* Web Designer/Developer
* UI
* Project Management

In addition, we're looking to fill some lead positions so if you fall into any of the above categories and have the time, dedication and desire to be an area lead then let us know!
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Gisela Amaya
 
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Post » Fri Dec 24, 2010 9:43 am

I am a Fallout 2 fan. My own mod is related to bringing the same sort of balance that followers had in Fallout 2 into Fallout 3.

I read your post here, and I feel primarily disappointed.

I feel like your listed points of focus are far too broad. You do not need animators (who are as hard to find as flying pink elephants) and will probably never, ever get contact from one who can do it well enough for a Fallout 3 deal. There is exactly one UI designer, and if you want to get his attention you're going to need to contact him (and in the end you might just end up using his UI as he has supplied it now, "Darnified"). Programmers? I don't understand what for, mods are naturally geared toward being script-based, not code based. And, what mod really needs a web designer?

The thing you profess to be making is something I would enjoy, if it were ever made. That is why I feel disappointed when I read your post. Your approach in that post is telling me that your focus is kinda scattered, and that's going to damage the development.

I hope it goes well, and for what it is worth, you should consider the followers part of your mod already completed (Phalanx or an adaptation thereof). Don't waste your time on that aspect of it, duplicated work is pointless work.

:/
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Kristian Perez
 
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Post » Fri Dec 24, 2010 2:14 pm

If I can give a little advice, probably on the same track as Tarrant, be more focused. There's one thing you can do without needing so much different aptitudes, it's recreating the locations of Fallout 1. Starting from the simplest (Shady Sands, Raiders camp, ...) to the hardest (Cathedral). For some of these, you probably won't need to create new ressources (maybe only a minimal amount), for others you'll need to create quite a few but by having already showed your capacity and seriousness in creating the simpler locations, you might found more and more peoples willing to help you.

On a side note, I think that Tamriel Rebuilt should not be taken as a reference as it is really an exception in the modding world where projects tends to be to big and are never finished (sometimes, real life gets in the way). The modular approach can help produce much more result in a work like this.
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Tanya
 
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