CourierandWanderer Posted December 21, 2013 Share Posted December 21, 2013 (edited) If you find a similar thread in a different forum section, it means I posted it in the wrong section. My deepest apologies to the community. This is my first time posting a topic in this site. Hope there is anything I can do to make up for it. Many people question whether the very first video game of Fallout should be remade or remain the same. Some are afraid that it would butcher the story, the genre, and credit for the hard work that Interplay Studios had put into it before Bethesda Studios took over the franchise. A remake is not a copyright. It is inspiration. It is art. There are those who believe that remaking a game requires permission from the company. I begged to differ. I learned from an anonymous source on Steam forums that fans like us remade The Elder Scrolls III: Morrowind, using the editor for Skyrim. They totally recreated everything from scratch, and they did not need any privileges or licenses from Bethesda Studios. This was done twice with not just Skyrim but with the Oblivion editor. It was never banned, and Bethesda made no negative comment. What I am trying to say is that remaking Fallout 1 is not illegal and does not mean that Bethesda would consider it as such. They gave us an editor for a reason, and that reason is for gamers to express their art, their vision, and their dreams. Also, if they were to consider a Fallout 1 remake as illegal, they would have written that as a note that would go with the GECK editor; but they haven’t. If it is forbidden to remake Fallout 1, where is your proof? I understand that someone in Nexus Mods is undergoing project for remaking Fallout 1, but I think I have something that can be more promising. This thread contains an outline of what I propose. Read it carefully, and hopefully it will shed some light. The story will be the same as the original Fallout, set in the Californian Wasteland just outside the ruins of Los Angeles (home of the Master). Like the original, you play as the Vault Dweller being sent to the surface to find a water chip to save Vault 13. During his adventures in the Wasteland, he/she encounters the Super Mutants and the Children of the Cathedral. After returning to Vault 13 with an intact water chip, the Overseer sends the Vault Dweller to find the source of the Super Mutants and put an end to the threat for the safety of the vault. Since this is a remake, perhaps the project should be given a name. Perhaps it should be called “Vault Dweller”. The engine for the Fallout 1 remake can be a modified version of the Fallout: New Vegas engine. A sprint ability could be added, and animations could be built for that especially for the FPS camera. Starting in Fallout 1, both the player character and NPCs can punch and kick; but starting in Fallout 3, there is only punching and no kicking. Normally, in Fallout 3 and Fallout: New Vegas, you do a power punch when you hold the left mouse button while your character is using his/her fists. However, that can be modified into your character kicking his/her foe after holding the left mouse button. The aftermath of combat could be modified too. If an NPC dies, hostile or friendly, a pool of blood can slowly (and I mean slowly) leak out of the corpse, just like the death effects in the original game. Hotkeys can be assigned to the Stealth Boys, and firing modes can be changed for each weapon, calling it selective fire. The selective fire modes can be like one of the JIP mods in Nexus. There should also be hotkeys for the Geiger Counter and Motion Sensor (read the PipBoy 2000 section below). There could also be a grenade hotkey. The team behind Project Nevada came up with something like that. Crosshairs can be turned dynamic, and there will still be the V.A.T.S. ability. Quest markers will be shown, but certain objectives in certain quests will not have markers. For those who have doubts in the graphics, the graphics themselves can be modified along with the lighting. When the character leaves the cave of Vault 101 in Fallout 3, he sees a bright light. For the Fallout 1 remake, there can be a bright light after leaving the cave of Vault 13, and the character’s left hand can be shown shutting the light from his/her eyes in both FPS and TPS modes. Once the light fades and he/she sees the wasteland, the character slowly puts down his/her hand; and then you’re back to controlling your character. A more modified FPS/TPS perspective can be made but still with its post-apocalyptic features. Hardcore mode can also be included, even if there are those who hate it. Like Fallout: New Vegas, Hardcore mode can be made optional. Slot machines are found in Junktown and the Hub. They rely on a Gambling skill; but also like in Fallout: New Vegas, they can be made to rely on the character’s Luck. If the player character dies, there can be a picture of the Vault Dweller’s bones with the Narrator narrating his/her death. Bosses will be tough, so find a really big gun! We can give the remake its own main menu system and its own startup. Perhaps there is a way to make it more than a mod. This is not a game to be sold to a black market, but a game to be respected. It is only natural that most would reject the mechanics behind remaking Fallout 1. For example, the Fallout 3 map looks big in contents, but it is actually small. The same thing is said for the world map of Fallout: New Vegas. The map for Fallout 1 is bigger. So, the remade map should be big but NOT overly big. To support that, we could make parts of the terrain more challenging. If all else fails, there is also the consideration of readjusting the time-of-day cycle. There are many locations on the map of Fallout 3 and that of Fallout: New Vegas, but the locations on the map for Fallout 1 are highly limited, apart from the random encounters. New locations can be added. More than that, new miscellaneous quests can be added. The appearance of a nuclear wasteland in Fallout 1 is different than that of Fallout 3 or Fallout: New Vegas. When we look at Fallout 1, we see a barren desert; but the wastelands for FO3 and FNV are more realistic. There is rubble, the terrain isn’t so flat, the air is not clean, and the environments aren’t so open. Remaking the Wasteland in a more realistic fashion can bring a sense of darkness and create true post-apocalyptic action. Also, why not try adding weather effects like sandstorms and thunderstorms. You hear the sound of thunder occasionally in the original game, right? And no, the rain and sandstorms should not be irradiated. Interior maps, such as inside a vault or building, is a topic separate from the world map. Some interiors can be changed, but the one I’m thinking about most is the vaults. You’ll notice that the vaults in Fallout 1 are too bright and too clean, and the technology of the vault door and such are too simple. When Bethesda first introduced the vaults from Fallout 3, they looked big, yes; but they also looked a little darker plus old and dirty. Remaking the vaults like that, including Vault 13 and Vault 15, would bring a more realistic lifestyle among the various descendants of the refugees. The Overseer’s seat, however, might be difficult. There was something similar in Fallout: New Vegas’ Vault 34, but it was smaller than where the Vault 13 Overseer and the Master were seated. Despite this, the Overseer’s office may have to be enlarged just a little bit. Moreover, new areas can be added into Vault 13, places that were never seen nor explored. Perhaps the water generator in the beginning sequence of the original game can be introduced. The weapons will be the same as the ones from the original game. After playing Fallout 3, I noticed a big difference among the weapons. The Laser Rifles in Fallout 3 were different than the ones in Fallout 1, and the same goes with the plasma weapons. However, I also noticed that the weapons from Fallout 1 were brought back to life in Fallout: New Vegas. They have the 12.7mm Pistol, and the Plasma Defender and Plasma Caster are the Plasma Pistol and Plasma Rifle from Fallout. Get Gun Runner’s Arsenal, modify the Plasma Defender with a scope, and see for yourself. Speaking of modifications, we could add that to the Fallout 1 remake, weapons being modified. Some of the weapons would have to be changed in appearance, except maybe the 10mm Pistol, so not all of the weapons would have to be changed. If anyone wants to add new weapons, like special ones, then it will be open for debate. As for apparel, some outfits differ. For example, the Leather Armors in Fallout 1 and Fallout 3 are of different appearances. The Vault Jumpsuits are also different in style but at least not in color. Some outfits would have to be remade. For example, the Vault Jumpsuits in Fallout 1 look like a set of pajamas, but the ones that were newly introduced have more style. It doesn’t look like an outfit from Star Trek. The Classic Pack DLC for Fallout: New Vegas came with an Armored Vault 13 Jumpsuit. It looks different than its predecessor; that is what I am talking about. The only thing to do is to remove the black leather gloves. You don’t start off with an Armored Vault 13 Jumpsuit but a regular Vault 13 Jumpsuit. I came up with this brilliant idea that I would like to share with all of you. When you do the quest for rescuing Tandi, her father Aradesh gives you a spear. We could also get him to give the player an Armored Vault 13 Jumpsuit, even though the actuality is that the outfit is a piece of Leather Armor strapped onto the jumpsuit. The Brotherhood of Steel in Fallout 1 where the T-51b Power Armor only, so the T-45d would have to be excluded. Since the Recon Armor is the under-armor for power armor, we could also include it among some of the Brotherhood NPCs, make things more technological. Power Armor Training can be learned from the Brotherhood after being awarded a set of T-51b Power Armor. The Brotherhood Combat Armor from the original game can also be included. Among the NPCs will be the characters of the original game. Re-creating their appearances may include some 3D modeling. A few examples are the re-creation of Harold, Harry, the Lieutenant, Set, and Gizmo. Gizmo is human, but he is also fat and sits behind his desk all day. Also, since NPCs in the Fallout: New Vegas engine cannot attack while sitting, that would have to be made possible for Gizmo. Harry and the Lieutenant have different faces among other Super Mutants, and the Lieutenant wears more armor than the others plus a red-glowing eye patch. Things may take more time in terms of re-creating main characters. The Master would also have to be re-created as well. In Fallout 3, the Super Mutants are orange. In Fallout: New Vegas, the normal Super Mutants are green, which is the color they started with. The Nightkin in FO1 are green, but the Nightkin in FNV are blue. Should the Nightkin be changed into blue? That will have to be discussed as a debate. There are certain creatures that have different appearances. The Radscorpions in FO1 and FO3 are an example. Appearances can be recreated, especially for the Centaurs. If they are bugs, turn their blood into bug juice, unlike in the original game where their blood is a generic red. If there are those who want to add Bloatflies or Radroaches, we’ll discuss that in debate. As for the rats, the Molerats in FO3 and FNV look more like the Pig Rats. For the rats, the Molerats can be made bigger and furrier like their predecessors, and the Pig Rats will have to be totally remade from scratch or use the FNV Molerat as a template. The appearances of the Deathclaws remain true. The Deathclaw Queen in Boneyard can be the Brood Mother from FNV. The Ghouls are different. In FO1, they made them move more like actual zombies. I think the ones that are hostile and don’t speak are supposed to be feral, but the Feral Ghouls in FO3 and FNV run instead of walk. This is another thing to put into debate. The PipBoy 3000 was first introduced in Fallout 3, but Fallout 1 has the PipBoy 2000, which is completely different. While playing Fallout 3, I noticed that the PipBoy 3000 goes around the player character’s wrist. Before that, when I play Fallout 1, the Pipboy 2000 is not around the wrist. Re-creating the PipBoy 2000 keeps homage to the old technology, because the PipBoy 3000 would be too advanced. Also, the PipBoy 3000 does not exist in Fallout 1, so it’s best to stick with the PipBoy 2000; and that means getting rid of the PipBoy Glove too. I also noticed one Fallout 1 item missing while playing FO3 and FNV: the Motion Sensor. It’s an item that gets hooked onto the PipBoy but has a limited amount of energy. After it dies, a replacement has to be found. It could make sounds for whenever a hostile is approaching and gets closer; and no, not like in Aliens. The same thing goes with the Geiger Counter, which becomes part of the PipBoy 3000. The Geiger Counter in Fallout 1 is a separate item. However, it seems too complicating for players to roam around the wasteland not knowing how much rads they are taking in, but at least the RAD section in the STATS button helps show that. Using a Pipboy 3000-based Geiger is too easy. Make the wasteland survival more challenging. In fact, you could use the Geiger Counter on NPCs and certain items to see how much rads they are carrying. It would really be something if radio frequencies are added. For example, what if the Children of the Cathedral had their own radio station? The theme song “Maybe” can even be on some “news” frequency. The light from the PipBoy 2000 will perhaps be different from the one that goes to the Pipboy 3000. You’ll see the light surrounding your character when you travel in dark places or during nighttime in the original game. The one for the remake will not turn on automatically but activated with the same hotkey: hold tab. Since this is not a PipBoy around the character’s wrist, how about on his belt somewhere? It would make it look better than a light coming out of thin air. The map system can have both interior and exterior maps, including a fast travel system. Since I noticed that the fast travel system is awfully fast in terms of time, the time can be slowed, making it longer to get from one place to the next. Character creation is limited in Fallout 1, and here is what I mean by limited. In Fallout 3, you can choose a race for your character, but you can’t in Fallout 1. The character is always white like the Caucasian race for FO3 and FNV. There are no other races for the character in Fallout 1, not even the African-American option in Fallout 3 and Fallout: New Vegas. Now, Fallout 1 also provides the player the ability to choose an already-made character. There are three of them: Albert Cole, Max Stone, and Natalia Dubrovhsky. Other than just creating a custom character, perhaps there should be an option, like either choosing one of the three characters or choosing to create a custom one, like in the original game. It can appear like the text below: Choose Character Albert Max Natalia Customize If choosing one of the three, you won’t have to go through the skills or traits because they will already have their own, though each character is different. But with creating a custom character, you have to follow those procedures like you do in Fallout 3 and Fallout: New Vegas. Their faces can be made available in the FaceGen procedure. Character creation can start while gazing at a computer monitor just before the door to Vault 13 opens for your departure to the outside world. If you watch the cutscene in the beginning, you’ll know what computer monitor I’m talking about. Redoing your character can be done just before leaving the cave in case the player changes his/her mind on the character. The Fallout 1 gameplay is more based on objectives. The actual quest engine was first introduced in Fallout 3, and it is Bethesda’s finest. For the remake, the objectives can be divided into quests: main and miscellaneous. For example, the quest for the water chip can be called “The Well that Runs Dry”, and one objective will be the part that says, “Find a water chip for Vault 13.” When you are being timed before Vault 13 runs out of water, there is a sticky note on the Pipboy. That could also be applied. The part where you search for the Super Mutant lab and the Master can be separated into two main quests: one for the lab and one for the Master. Like the original game, those two quests can be done in any order. There will still be consequential endings for the game. The companions will be the same and in the same number. There are Dogmeat, Ian, Tycho, and Katja. Giving them armor or not can always be put into debate as they do not allow changing of armor in the original game. In Fallout: New Vegas, companions are essential unless playing in Hardcore mode; but for the Fallout 1 remake, to keep with the continuity of the story, the companions should not be made essential. The canon story is that they all die in the end, so making them vulnerable like their Interplay counterparts sounds more effective. Tandi is not exactly classified as a companion but rather a temporary one. Perhaps she can be made as temporary only if you speak to Aradesh or Seth after rescuing her from the Khans. You can in fact even give her a gun or just a pistol, unlike the original game where she only uses a knife. Tandi and Dogmeat have one thing in common: you can’t tell them what to do. They will follow you no matter what happens. Tandi may be temporary, but Dogmeat was made permanent. That could always be fixed. In Fallout: New Vegas, when you relieve a companion, they either go to their homes or go to the Lucky 38. For a player home, the Vault Dweller can either reside in Junktown at the Crash House Hotel or in Vault 13. I would let a team of mine choose on that one. Other than having such a limited number of companions like in FO3 and FNV, why not have all four or five of them following you? I’m sure that can be altered. Some new sounds can be developed if necessary. Realistic sounds can also be applied. As for music, new music can be composed and at the same time keeping the old one. Just don’t include rock or any of that, because that would definitely ruin the game. Voice acting can also be applied to NPCs who were never before given any voices, most of which being credited as “additional voices”. But characters like Garl, Ian, and even Tycho, perhaps a few others, deserve to have their own voices. If the original cast from Fallout 1 is to be re-voiced, we would have to do it in a way that does not disrespect them. In fact, we would have to sound just like them. This trick was done for a Half-Life remake called Black Mesa. It was meant to give the voices more definition in terms of effects, and it succeeded too. This could also be useful for creating attack or flee dialogue. Required Professions Project Leader Map Builder Animator 3D Modeler NPC and Item Sorter NPC Programmer Quest and Script Writer Sound Editor Voice Talents Video Editor I’m sure there are a few other professions, but that is all I can think of. The only thing I ask for is commitment. Will you join me in remaking this game? Surely you know well that it is impossible for only one man to create a remake this big. It will take time, years perhaps. Again, I ask for commitment. I love playing the original Fallout. Remaking it doesn’t mean that I hate it. In fact, each gamer can play both the old and the new if he or she wants to. My Nexus account has a messaging system. If you wish to join, contact me. My username is CourierandWanderer. Do not be hesitant. If you do not wish to join, then do not reply. Creating this sort of project is a lot of work, but we should not overwork ourselves. We can have breaks if we have to, but not in a delaying way. We can even teach ourselves a thing or two about the GECK editor as we go along, and then we can create our own future mods on the way. There will be no money involved for this project, only commitment or dedication. Everyone is a volunteer if they want to be. Edited December 21, 2013 by CourierandWanderer Link to comment Share on other sites More sharing options...
chucksteel Posted December 21, 2013 Share Posted December 21, 2013 You should look at Fallout the Story they are doing almost exactly what your talking about and this team has been working on the remake for quite a long time. Though if you think you can do a better job I would suggest start the project yourself and show some progress. that would be the only way you would ever get other modders to join such an ambitious project. Modders hear people talking about grand ideas like this all the time and most don't go anywhere. Link to comment Share on other sites More sharing options...
CourierandWanderer Posted December 21, 2013 Author Share Posted December 21, 2013 First, I will look at the links you have provided me, and then I will answer. Link to comment Share on other sites More sharing options...
CourierandWanderer Posted December 21, 2013 Author Share Posted December 21, 2013 (edited) Hmm, well, what I was talking about in the intro of this thread ( I understand that someone in Nexus Mods is undergoing project for remaking Fallout 1....) was the Fallout story mod. I'm talking about something bigger. Though, I can understand clearly if anyone has objections. I thought the same exact thing before I came up with this thread. :smile: Also, what you propose is promising, but I'm not a 3D modeler, and I am extremely slow on learning the scripting for the GECK. My only expertise is making NPCs and items, which would include weapons. It can be done, but provided that I have all the tools and model files I would need. Well, there was a time when I made the FO3 Deathclaw Gauntlet for FNV; but when I first found it in Project Nevada, I didn't need it anymore. Edited December 21, 2013 by CourierandWanderer Link to comment Share on other sites More sharing options...
chucksteel Posted December 21, 2013 Share Posted December 21, 2013 I'm not trying to be rude and apologize if I come off that way but, You ask people for commitment without showing people you are committed to the project first. Showing your commitment is the only way to get others to join your project. Just look at TTW it started with two guys that didn't want the mod to die, Myself and Jaxfireheart. Now TTW had many of the Top FO modders on the team or supporting the project in there free time. If we hadn't continued the project and shown our commitment this would never had happened. I'm not arguing against your idea at all infect I fully support it, I'm just saying for a project of this size and scope you need to do more then just ask people to join a team and build the mod. Most of the time when people do that what there really saying is "I want this mod but can't or won't make it myself so I want YOU to make it for me. Link to comment Share on other sites More sharing options...
CourierandWanderer Posted December 21, 2013 Author Share Posted December 21, 2013 Well, forgive me for I never had a team before nor ever made a mod. I discussed all of this on Steam forums, and everyone just turned me down, not a single positive comment like the positive one you are giving me. I'm not trying to ruin anyone's reputation, nor am I trying to use people. In fact, as I understand it, the word "volunteer" does not mean slave or being used for someone else's work. The thread I provided is more of an outline, for I couldn't exactly organize it all into a document file. I am trying to learn more about the GECK; but other than using people, I was hoping that we all could learn more about it together. It is after all a very advanced program. Link to comment Share on other sites More sharing options...
chucksteel Posted December 21, 2013 Share Posted December 21, 2013 Start small, don't worry about new models advanced stuff at first. (you can always go back and rework things when you get the assets you need.) build something and show people your serious about your project. If you have questions about the GECK ask! there are many people on the nexus and other sites that are more then wiling to answer questions. Forget what people said on the steam forums and just start your mod. Show people screens of your progress and once you get something remotely playable upload it to the nexus as WIP and ask for "Volunteers". I also wasn't trying to imply you were trying to use people. (sorry if I came off that way but, in a lot of cases that's how it comes off to many modders) Link to comment Share on other sites More sharing options...
CourierandWanderer Posted December 21, 2013 Author Share Posted December 21, 2013 (edited) Start small, don't worry about new models advanced stuff at first. (you can always go back and rework things when you get the assets you need.) build something and show people your serious about your project. If you have questions about the GECK ask! there are many people on the nexus and other sites that are more then wiling to answer questions. Forget what people said on the steam forums and just start your mod. Show people screens of your progress and once you get something remotely playable upload it to the nexus as WIP and ask for "Volunteers". I also wasn't trying to imply you were trying to use people. (sorry if I came off that way but, in a lot of cases that's how it comes off to many modders) Forgive me for my use of words, but that is a f***ing awesome idea! I don't know why I didn't think of that. In fact, I don't know where to begin. I could start a new thread asking about the various steps of using the GECK. In fact, since you have been very kind to me, I will give you the link when the time comes. I will also see if I can find tutorial videos, especially ones that involve creating a world map. If you have any web links that are useful, hit me with them while I scour through the internet and look for some. Thank you for being positive. You are the first. Edited December 21, 2013 by CourierandWanderer Link to comment Share on other sites More sharing options...
chucksteel Posted December 21, 2013 Share Posted December 21, 2013 Well there is always this important one GECK Not a video but it is the official guide to the GECK. Beth official youtube guides can be found on this page. Link to comment Share on other sites More sharing options...
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