Graygunsniper Posted August 4, 2016 Share Posted August 4, 2016 (edited) Over the past month or so, I've been toying with an idea in my head for an in-depth modding project to one day develope and I wanted to start a discussion here with you folks to see if there would be support for such a large project and bandy about some ideas and see if it's possible. To start, I'll begin by describing the overall idea in general: A total rebuild of the original Fallout campaign using the current engine & gameplay, & allowing for a limited creative freedom, in an attempt to re-tell the first iconic tale which spawned one of the most popular gaming franchises today. Beginning in the year 2161 with "The individual know only to history as The Vault Dweller" as he/she is first sent from Vault 13 to search for a replacement water purification control chip and experience pivotal moments including helping a small town called Shady Sands, the birthplace of the NCR, deal with the Great Khans, negotiating a water caravan at The Hub, actually meeting the Junktown Jerky Vendor and being adopted by the original Dogmeat, finding Harold (surprise) and the water chip in the ghoul city Necropolis, to defending the wasteland against The Master and his army of First Generation Super Mutants, finally confronting the creature in his secret un-numbered vault prototype and destroying it, and the bunker, VIA nuclear bomb, further going to mariposa military base to destroy the F.E.V. vats & the ZAX Mainframe housing the research data, and basically saving EVERYTHING, to go back home for your hero's reward of exile. Now I can probably guess your first thoughts, probably something along the lines of "good god man you're nuts" or "it's too big a thing to do", I get it, it's just an idea right now so it's completely open to discuss I don't mind people throwing their own ideas in here too. now as you know, the size of the first games wasteland map was Massive, encompassing regions all across the southwest, one idea I had for getting around the size issue while maintaining an open world feel would be to devide the game world up into sub-regions, smaller and easier to load, but travel to the borders to find natural barriers except in some locations would be a passage connecting to an adjacent region. Travel between two regions would be shown on a classic pip-boy display as a sort of throwback to the original. but the "world map" on your pip-boy would be the local region and it's map markers. This is all I have for now but I'll continue to add to this post as I think of more. ------------------------------------------My recent reply continued on the same thread------------------------------------------ I get the feeling that you mistake my original post to do a full remake of Fallout which is something I would love to see from a professional company is not what I actually intend to do. However NCRForever has the right idea a separate worldspace (actually several) designed at a smaller scale but linked together to give a feel for a huge world. Each world section can be built and fine tuned individually before moving on to construct the next. Additionally I want to introduce it to fallout 4 in a lore friendly way and I had some thoughts on in game canon that could, when investigated, eventually lead into the mod. For example lets say the super mutants who attacked Diamond City which gave rise to the Minutemen, what if they were the last remains of the Masters army or something, and someone was researching that to try and find out where they came from, and that would be a quest line eventually leading to some memorypod instance as a sort of segway into the story. I want to try using existing assets and characters as much as possible, but casting them in different rolls to tell a different story. More thoughts on this later ------------------------------------------Another reply continued on the same thread------------------------------------------ Please, please at least open the Creation Kit before writing your grand opus. If you had you would see that the Creation Kit no longer has the ability to make skills and conversation trees bigger than four options. And a Fallout 1 with the RPG mechanics of Fallout 4 is a Fallout I don't want to play.àI've actually been thinking about this for quite some time and I may have an idea for what to do about it, but only if I can find a way for each conversation point in the project to proceed with a minimum of at least two button presses. Allow me to explain, theorize for a moment that when you encountered an NPC, the game displayed the conversation options as normal, but instead of lines the first set would be categories each leading to its own set of three actual lines and a back button for a total of twelve possible options. Additionally I wanted to find a way to include the skill checks in some way to the conversation tree, where in some of those options would require a charisma check, others could be influenced by a strength check, or an agility check for instance. Even a perk check too, where lets say having a level one Big Gun wouldn't do anything, but a level three Big Gun may replace an option with a different result in the same conversation. In order to differentiate between what checks would be required for which option I'd need only include a caption like [Charisma] or [sneak] Before each skill or perk check. For example lets say the super mutants who attacked Diamond City which gave rise to the Minutemen, what if they were the last remains of the Masters army or something, and someone was researching that to try and find out where they came from, and that would be a quest line eventually leading to some memorypod instance as a sort of segway into the story.  If it was the Master's army, then there would be no Diamond City left. A group of ancient 'prime' super mutants is not something to be messed with. They are much more intelligent than your run of the mill cannon fodder in the Commonwealth. I guess, depending on how much you want to follow Fallout Tactics lore, the largest remaining group from the Master's army went out east under the leadership of Gammorin. As of around 2197 they are out in Jefferson City, Missouri trying to research a cure for super mutant sterility.  So basically you just have another 1,300 miles to cover and 91 years to do it in to reach Fallout 4.Let's not forget that in fallout 4's cannon The Battle of Diamond City happened in 2180 And according to cannon the story of fallout concluded in 2161, so by a timeframe of 19 years to travel a distance of approximately short of 3000 miles from Los Angeles to Boston give or take seems an appropriate estimation in my opinion. But in the words of the big lebowsky, "that's like, my opinion man." More thoughts to follow, Toodles for now... Edited August 18, 2016 by Graygunsniper Link to comment Share on other sites More sharing options...
TeamBacon Posted August 4, 2016 Share Posted August 4, 2016 I would not put that much effort into making a game that isn't even mine. If I am going to put that much time and hard work into something, it is going to be something of my own creation. Who wants to slave away to make someone else's idea, especially since that idea has already been done... I have some Mariposa mutant assets that I am making for my mod. I can share them with you if you ever actually do make a project like this. But I won't be holding my breath, projects this big never get made. But good luck. Link to comment Share on other sites More sharing options...
Kazuya482 Posted August 4, 2016 Share Posted August 4, 2016 (edited) As someone who started with FO3 but has not played the originals I'd probably be all over this in a heartbeat since i loved New Vegas. Despite how amazing the old games may have been, I can't bring myself to even try them. They're just too damn old. But like the guy above me said s*** like this has a 99% rate of not happening. Some of the largest mods for Skyrim and New Vegas are STILL under construction with full teams, while others that were pitched or promised just fall through not long after the idea is brought forth. Like you guessed, you'd have to be an absolute madman/Legend to see something like this through quite frankly. Edited August 4, 2016 by Kazuya482 Link to comment Share on other sites More sharing options...
wilkisama Posted August 4, 2016 Share Posted August 4, 2016 There's the same project going on for NV n has been for quite some time, might be worth talking to a few of them if they are still active. I'm sure at least a few of them felt like switching the project to the newer game Link to comment Share on other sites More sharing options...
Nutulator Posted August 4, 2016 Share Posted August 4, 2016 (edited) Just a day or two ago I thought how FO3 would look if it was remade with the updated graphics and engine of FO4. It's always interesting to think how a game would play and look if it was remade. Edited August 4, 2016 by Nutulator Link to comment Share on other sites More sharing options...
garompaestomper Posted August 5, 2016 Share Posted August 5, 2016 a reboot will never happen unless its an actual game. but F1 is 1000 times bigger in content than F4, so that is impossible for bugesda. It would need new maps (mapS, each for each important place) and a new random encounter randomly generated map, with a lot of coding to make the fast travel through pipboy work just so the map is big enough to hold everything...even if you manage that, you still need to remake the old items, weapons and npcs that are not in F4...even if you get there, you need a bazillion voice actors and coders to make the quests... It would require an actual gaming company, a serious one (not bethesda), to make such a game, not a bunch of modders that have other jobs and use their free time to do this. Link to comment Share on other sites More sharing options...
TeamBacon Posted August 5, 2016 Share Posted August 5, 2016 a reboot will never happen unless its an actual game. but F1 is 1000 times bigger in content than F4, so that is impossible for bugesda. It would need new maps (mapS, each for each important place) and a new random encounter randomly generated map, with a lot of coding to make the fast travel through pipboy work just so the map is big enough to hold everything...even if you manage that, you still need to remake the old items, weapons and npcs that are not in F4...even if you get there, you need a bazillion voice actors and coders to make the quests... It would require an actual gaming company, a serious one (not bethesda), to make such a game, not a bunch of modders that have other jobs and use their free time to do this. Doesn't sound like you ever played Fallout 1... Link to comment Share on other sites More sharing options...
AngryPuppy78 Posted August 6, 2016 Share Posted August 6, 2016 a reboot will never happen unless its an actual game. but F1 is 1000 times bigger in content than F4, so that is impossible for bugesda. It would need new maps (mapS, each for each important place) and a new random encounter randomly generated map, with a lot of coding to make the fast travel through pipboy work just so the map is big enough to hold everything...even if you manage that, you still need to remake the old items, weapons and npcs that are not in F4...even if you get there, you need a bazillion voice actors and coders to make the quests... It would require an actual gaming company, a serious one (not bethesda), to make such a game, not a bunch of modders that have other jobs and use their free time to do this. Doesn't sound like you ever played Fallout 1... Sounds like he knows exactly what Fallout 1 was like. OT: A remake using Fallout 4 would most likely never work. Fallout 1 was way too big. I suppose if you scrapped all voice acting and crunched the map to be way smaller, it might be possible. Maybe. Link to comment Share on other sites More sharing options...
DarylLicht Posted August 6, 2016 Share Posted August 6, 2016 A group has worked on this off and on for some time now with FO3 and FNV. There now seems to be some discussion about trying to do it with FO4. I'm not real spiffy at posting links, but a search for "fallout 1 remake" will provide some info. I would be all over that myself if it was ever made. Link to comment Share on other sites More sharing options...
NCRForever Posted August 6, 2016 Share Posted August 6, 2016 My first thought on it is as follows: Before you can even consider such a HUGE project, you would have to request permission from all parties involved in the original game. Barring that, why not just create a mod that introduces a new world space with some elements created to be somewhat akin to the original FO? I think that would be your best bet. You can do it on a small scale. But creating the entire game from scratch and build it on the new engine? I think it's an impossible endeavor. Even with a full team, each specializing in certain aspects, it would take a very long time. You'd need a crew of animators, coders and the list goes on. None of these people would even consider working for free. If you can afford to pay them, then, just start a new company and create a game in the same genre as FO. Make it your own masterpiece. Link to comment Share on other sites More sharing options...
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