"New" mod idea - NCR in FO2 time.

zenbitz

First time out of the vault
These are quote ripped from the FO to FO conversion thread (long dead).

I had this idea while reading about mods and playing FO2, and I was sure that someone else had thought of it. Just wondering if anyone actually has some work on it that could be adapted in a new mod.

It's mentioned in FO2/NCR that NCR covers "everything" south of here... which is pretty much the FO map. I guess when rescaled you could add some locations in mexico/arizona.


Playing F1 with the F2 engine is great news! But I would tend to agree with Oracle - if this now means we have access to F1 maps that can be used in F2, then revisiting some of these locations in the F2 time frame would be great expansion material.

Obviously not all location maps could be used (i.e. Shady Sands being NCR) but now it would interesting to change the world map and include places like BOS, LA (boneyard/cathedral), or the Glow.

* Lost Hills - city state within the limits of the NCR, the state of Maxson is built around it and enjoys extreme autonomy.
In-game, we can use the Van Buren design docs as help, to show the first signs of an upcoming war between the Brotherhood and the NCR.

* Hub - developed into a massive commercial center, larger than before.

* LA - develops with prominent influence from the Followers of the Apocalypse

* Necropolis - ghoul'd tech capitol

* Dayglow - permanent ghouls salvage settlement with a supermutant.

IIRC Corpse was working on such a map years ago, with FO1 maps and new ones all added in.

Unfortunitly he's too anal about having sixty bajillion guns with realworld sounds for each one.

TBH Im suprises that so far noone has simply re-made the maps themselves for FO2.

Junktown would be easiest, 95% or more of it simply could have changed in the 80years since.

Shady sands is allready in of course, ditto V15, would just need to re-ad the 'back' door to it that the player used in FO1 (unless thats what the squatters shack entrence that was unusable was)

V13 allready in it.

The Cathedral would be easy, big ass crater.

Military base allready used as well.

The Hub/LA would be a bit of a challenge, you'd have to rebuild the towns AND add more onto them while making changes here and there to the pre-existing parts (cause some buildings would have burnt down or been replaced in the time since, infact a lot might have been replaced due to the prosperity they've had). LA, you'd have to rebuild AND update quite a bit.

BOS bunker interior would be easy, wouldnt have changed too much. Surface would have to have a town on it, a main town area, then outlying farms (because it would both make sense and add to their prefernce to be isolated to allow farmers that want to be left alone to settle there in return for protection and being well supplied in return for the food they provide, prehaps a small scale manufacturing center of various types as well. One for ammo, both re-using brass as well as making new brass and rounds+powder, and another for making weapons, plus it would allow the senior scribers to concentrate on the hi-tech stuff while the junior ones gain experince making lowertech and weaker weapons to flood the market with in return for lotsa gold and supplies for the BOS)

Necropolis would be a pain cause it has so many buildings, and would also have to be updated to have some limited industry, plus the vault repaired a bit. Prehaps a building or two in a 'smooth skin' district with regular human merchants and what not.

Some of my ideas (many off-the-wall, difficult or impossible):

* LA boneyard as a "car culture" (not sure anyone has added mutliple cars in a mod) - with a "Repo man" quest series. Maybe a New Reno competing porno studio in Northish LA (San Ferndando valley

* As you enter northern NCR towns (Shady Sands, V13/V15, Military Base) you would randomly encounter "chosen one" doing something. Maybe since the map would have to be redone anway, you could stretch it up to San Francisco.

* "Death Valley" in CA would be a rich agricultural center (not sure you can fit this on the map)

* Freeways! There were Freeways in the 50s! They are hard to nuke! How come no Freeways in FO! (Well... hmm... close to the divergence point. 1956-1968 was the original interstate highway project)


Anyway, I am interested in working on this... sometime. I am a mod virgin but I can code. Bad at art though.
 
You know, that's actually not a terrible idea in its own way, though I doubt what I have in mind for it is what you had in mind. I see it as being part of Fallout 2; I always wanted to go down and visit the other NCR regions, and it was somewhat disheartening, if unsurprising, that I couldn't.

Of course, there'd have to be a way to, if you attack anyone in any of the towns, for all of NCR to turn hostile; I'm not sure that's possible without some sort of major engine hack, though I could be wrong. One would also need to enlarge the map quite a bit, and I figure you'd need another engine hack for that too, though I can't be sure.

Not to mention you add a bunch of new areas like that, you're gonna have to add a bunch of new quests and the like; you can't tell me that there's nothing at all happening in the rest of the NCR. :D
 
@Recon: Actually, what you are talking about was the idea behind the mod Fallout Dominion (also known as Fallout Forever). It was never completed, although I will eventually add components of it to the Megamod.
 
Well that was my first idea, was to just expand the restoration project "south" and let chosen run wild in NCR... but then I thought it you couldn't get it all in 1 worldmap (looks like you could... but it might get super tricky with the map numbering.

As for all (most) NCR towns sharing a reaction roll... there is probably a way to do it. Either by adding a script to all NCR NPCs which checks some (global) variable regarding your "likedness" in NCR or maybe a script that runs when you enter maps... Obv. it would help to learn how/why/when hostilty gets set.

Also, you could explain it away as news not traveling that fast.... ooh, that would be a cool thing to add! The NCR Brahmin express! I mean if you are out in the Vault City courtyard in FO2 and attack the "greeters" or prison guards, ALL the inhabitants turn hostile, even the prisoners you intended to free!

Oh, and RRR, of course you would have to add new quests.
 
MIB88 - yes, the Fallout Forever mod looks pretty much like what I was talking about, although I am just guessing from screen shots as my Russian is ... poor...

Anyone know how to contact the Forever modders (in English), I bet I could use a lot of their maps and stuff (if not quest scripts)

What are you putting into the Mega mod?
 
zenbitz said:
MIB88 - yes, the Fallout Forever mod looks pretty much like what I was talking about, although I am just guessing from screen shots as my Russian is ... poor...

Anyone know how to contact the Forever modders (in English), I bet I could use a lot of their maps and stuff (if not quest scripts)

What are you putting into the Mega mod?

You can grab the demo here:

http://www.falloutfor.nm.ru/new/data.rar

It has Hub, Necropolis, Glow and a few others from what I can remember.

Dayglow appears in Mutants Rising. If you want to keep the town in line with MR canon I can provide you our design doc and maybe our maps, depending on what the guys think and if you are serious.
 
zenbitz said:
Well that was my first idea, was to just expand the restoration project "south" and let chosen run wild in NCR... but then I thought it you couldn't get it all in 1 worldmap (looks like you could... but it might get super tricky with the map numbering.

I doubt that Killap will be expanding the worldmap as part of his Retoration Project. Definitely outside the scope of what he intended to do.

And the worldmap has already been expanded to include areas that were in the original F2 and areas well to the east. Basically, the worldmap is about 3 (maybe 4) times larger. I can't remember if that was part of the Fallout Dominion mod, or not. But, it was definitely a part of the FO XP mod (also in the MM).

As for Fallout Forever, its intent was to take numerous locations from F1 and age them 80 years. A number of maps were completed, but not many scripts or quests really.
 
Dude101 - I would certainly be interested in keeping your Dayglow.... as for how serious I am, that is going to depend on a lot of things. This is clearly a large project, and a ridiculous one for a new modder. But I am at least thinking about design documents and what is possible to mod. So, I thank you for your offer, and if I ever get past the planning stage I will contact you further. As it is, I can put in a blank "use Dayglow from Mutants Rising".

I think I at least need to spend some time with the Megamod and see what that is doing in game. Also have to learn editors, etc.

It seems like the Fallout Forever maps could be used too.
 
You could also use the maps from the FO1 converted to FO2 Mod, but the ones in Dominion AKA FO Forever are heavily updated. It may even be a good idea to base your mod around the Dominion demo, for which we have a bad Eng translation.

BTW if anyone wants to proof read it, we can finaly make it public; no one was interested at the time and my mind cant cope with anymore Russian-English. Did you do any work on proofing it MIB88? the version I have (somewhere) is still awful.

The demo is very raw, but you get the point. I think I will get one of the guys on Vault Tech, which was an expanion of it, yet to be translated into Eng.

The map from Dominion is the one that appears in the megamod.
 
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