Fallout 3: Reimagined | Fallout 3 Recreated

Post » Fri Nov 27, 2015 11:02 pm

Wish you best luck with that huge task you are planning to do.

I will check it out for sure! Just call me in 2020 :wink:.

Jokes aside: I doubt that FO3 scripts and so on are still compatible. Recreating them alone will be a tremendous work.

But replaying FO3 with FO4 features would be awesome.

Also I would need to get a new copy of it (stupid german censored version) - guessing you will be using vanilla files, aswell as radio and voice over.

Similiar to tales of two wastelands.

And it would be lovely if you could include the DLCs aswell :wink:.

It's okay, but no FO1/2 nor Jagged Alliance ;).

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Kelly Tomlinson
 
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Post » Sat Nov 28, 2015 11:12 am

First, take a look at the Fallout 1 Map.

http://img2.wikia.nocookie.net/__cb20080524040043/fallout/images/thumb/7/78/FO1_WorldMap.jpg/500px-FO1_WorldMap.jpg

Where are all the locations?

Thing is, that's kind of it.

There were, of course, random encounters, and the locations themselves could take up several cells, and all the combat was turn based, so, the game, with what's seen here, actually took a little time to play.

Don't, however, let the lack of locations fool you. Those locations could take up quite a bit of time to craft properly, and scale to a 1st-person playable size.

Further, I think some of the locations, like Cathedral are locked and can't be found until you get the Water Chip for Vault 13.

A way to work that when building the Boneyard (Los Angeles) would be to allow discovery of Cathedral, but, keep it locked, off limits, or plausibly inaccessible until the right time.

And, hey, you get to build LA. You could have fun with the LaBrae tar pits, bombed out Movie studios, half crazed delusional ghouls that use to be movie stars (Bill Murray played himself in Zombieland), build a wrecked and collapsing Playboy Mansion to tour, visit the major tourist trap spots all over LA, and add in a post apocalyptic population of characters and enemies and side quests.

Possibly look at how the Capital Wasteland was built, as well as New Vegas, and take some design cues from there. You'd have to scale LA down considerably, but, you'd have plenty leeway and creative license to go a little bit crazy on imitating some of it.

With all the "empty" space on the original map, you could assign some of the random encounters from the original game to those areas, and even add locations like some of the more stand-out notable towns.

All the scripts for dialogue are floating around the internet somewheres, I'm sure, and, it'd be interesting if the assets available in the Fallout 4 Creation Kit allow for taking voiced performances, exporting them to a sound mixer, and splicing together your own lines. If not, then, you could fall back to the original text option or find people that will volunteer to do voice acting.

You've several many months until the release of Fallout 4, and then some months more until the Creation Kit. It might be a good time to begin research, play the first game, and start mapping out expansive additions to each location, including vertical which wasn't an option for Fallout 1 and 2.

If you've anything you want to bounce off of me, feel free to message me here, but, there's tons of resources online for the lore, behind the scenes stuff, and other materials, like companion SPECIAL stats, and other things in the wikia alone.

:)

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Katharine Newton
 
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Post » Sat Nov 28, 2015 10:22 am


Yeah, that'd be a pretty good starting point actually :)

Dan
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Pants
 
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Post » Fri Nov 27, 2015 10:29 pm


Yeah, trying to reuse as many old files as possible like dialogue to lessen the amount of work ;) yeah, it's going to be some task haha!

Dan
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Aaron Clark
 
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Post » Sat Nov 28, 2015 5:42 am


Haha, as interesting as that would be, research would be pretty dull ;)
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kat no x
 
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Post » Sat Nov 28, 2015 1:35 am

While I like the idea of these sorts of projects, and would definitely give them a try, I've never actually seen one completed before the next game came out. I wouldn't be surprised to see the announcement of the Morroweyr project before Skywind actually gets finished.

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Carlitos Avila
 
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Post » Sat Nov 28, 2015 12:27 am

Yeah, this seems to be a pretty common theme however I'm hoping to break they cycle and actually complete my project in a realistic timeframe :)

Dan

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xxLindsAffec
 
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Post » Sat Nov 28, 2015 2:14 pm

That's just not realistic. Teams like TTW, Skywind, and even Beyond Skyrim have huge teams of extremely skilled modders and it still takes years. Going in with an expectation like this is just ignorant I'm afraid.

Again, don't let me dissuade you, but be realistic. Teams with more skills than you can't do what you're proposing in the time frame you're aiming for, you have no hope of beating them out. Just focus on getting the thing finished.

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priscillaaa
 
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Post » Sat Nov 28, 2015 12:57 am

Oh completely! I'm trying not to have any expectations as I really won't know what I'm getting into until I start! I appreciate your thoughts :)

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Kaylee Campbell
 
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Post » Fri Nov 27, 2015 11:45 pm

Let the TTW team make it. If there's one team who would be able to pull it off, it would be them.

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Craig Martin
 
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Post » Sat Nov 28, 2015 1:34 am

Haha, you make a very good point! It's certainly worth me contacting them! :)

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emily grieve
 
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Post » Sat Nov 28, 2015 1:44 am

Isnt someone redoing Marrowind in with the Creation engine? they may have some insights into it

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GLOW...
 
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Post » Sat Nov 28, 2015 3:03 am

That's what Skywind is. It's still not available for public download or use.

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Glu Glu
 
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Post » Sat Nov 28, 2015 1:10 am

Remaking Morrowind with the Skyrim engine?! I can't imagine how much work that undertaking would be!
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suzan
 
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Post » Sat Nov 28, 2015 11:04 am

They've been at it for going on three years now, and still haven't managed to get a decent alpha version released. They released an alpha last year, but had to take it down because it was such a mess.

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Soku Nyorah
 
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Post » Sat Nov 28, 2015 8:29 am

It is a lot of work but some of the assets are there with the Dragonborn DLC.

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Catherine Harte
 
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Post » Fri Nov 27, 2015 11:12 pm


True, they basically turned Solstheim into the Molag Amur Region. Poor Solstheim lol.
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Theodore Walling
 
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Post » Sat Nov 28, 2015 6:16 am

if you can do this you will be my god and i shall build an altar and make sacrifces in your name

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carly mcdonough
 
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Post » Fri Nov 27, 2015 10:22 pm

Hmmm. No offense but I think that people who try to recreate older games spend too much time making the remake as close to identical to the original as possible. That is where the slowdown comes in. I would much more like to see a smaller, less ambitious project like Falskaar was to Skyrim. It is still a massive undertaking but I think that unchaining yourself from what is expected to recreate Fallout 3 would make it more likely to finish. Now could you make a DC Wastelands mod? Sure. I bet you could even make it pretty darn cool, all without having to deal with your and other folks' expectations about what scripts, quests, NPCs, etc. should be there for "Fallout 3.75" or whatever you call it.

All that said, I am not going to try to dissuade you from your goal. If properly motivated, a single person can do some pretty amazing things. Get a large enough skeleton together and other modders might become so excited that they sign on. Soon voice talent will volunteer to support something that they love and you might just be able to achieve it. I'm not going to tell you how to run your mod, but I would suggest that you sit down and establish realistic expectations and time frame. With a development team of roughly 100 people, who were used to working together and have an intimate knowledge of the tools that they used, Fallout 4 took roughly four years of balls to wall development. That's on top of whatever concept work that they did before switching from Skyrim to Fallout 4. It just gives you an idea of the scope you are potentially looking at. Now they admittedly had a larger task than you do (upgrading the Creation engine and developing the new models, animations, etc. from scratch, etc.) that will provide you with baseline tools to work from.

Bottom line is that I think it is possible if you can assemble a good, dedicated modding team and run it like a manager. It is all volunteer work, of course, but if a person cannot commit to actually producing, cut them out and find a replacement. It is going to be one heck of a task but no matter whether you actually finish it or not, you will get good experience from the undertaking. If you do finish it, you have some serious resume cred. Managing a project like that is no mean feat.

So I say go for it and good luck.

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Patrick Gordon
 
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Post » Sat Nov 28, 2015 9:33 am

I don't think there's anything you could do with the creation engine by yourself that would be that much better than what the http://www.ign.com/articles/2015/07/23/23-mods-that-revitalize-fallout-3.

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Madison Poo
 
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Post » Sat Nov 28, 2015 10:34 am

Those are all fantastic mods hampered by the underlying engine used to create Fallout 3. A Fallout 3 Reborn mod would have the benefit of a full on 64-bit engine and all the bells and whistles that this upgraded engine promises to deliver. That's not to say that those mods don't do a wonderful job of revitalizing the original Fallout 3, because they do.

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Brandon Wilson
 
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Post » Sat Nov 28, 2015 1:20 pm

Thanks man! I appreciate your thoughts! I'm thinking you may be on the right track of not recreating it exactly but rather a smaller project.

Dan
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Timara White
 
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Post » Sat Nov 28, 2015 6:10 am

Okay, so, keeping to my original idea, would people rather see a reimagined Fallout 1 or 2 instead of recreating Fallout 3?

Someone mentioned that this would give me and the community more creative freedom. Who agrees?

Dan
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saxon
 
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Post » Sat Nov 28, 2015 8:17 am

Ooh, ooh Fallout 1! Fallout 1!
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TOYA toys
 
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Post » Sat Nov 28, 2015 1:20 pm

fallouyt 3 is my fav game but i was never able to play fallout 1 or 2 because i dont like that gameplay so i would be equally happy with them

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Chavala
 
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