Fallout series

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>Fallout: Vault 13 is a total conversion mod for Fallout 4 that remakes and reimagines Fallout 1 in Fallout 4's engine.
>Remake
>Reimagine
God help us. Don't fuck it up you God damn modnigger. Not that I'll play it, I rather the past stay in the past rather than bring it to some modern slop and ultimately be brought down.
To be completely charitable I think it would take some “reimagining” to make Fallout 1 in Fallout 4 considering the gameplay format is completely different.
 
To be completely charitable I think it would take some “reimagining” to make Fallout 1 in Fallout 4 considering the gameplay format is completely different.
Oh I get what you mean, but whenever I hear "reimagining" I just think "Oh God they're going to remove various aspects of it because it's not inclusive enough and is offensive in some areas to some people." Tale as old as time, "we gotta reimagine it for the modern audience!" God help us if they decide on a Fo2 "reimagining." No "offensive" shit like being raped because you're a low INT (and END) female character, or "Fuck off with your inane faggotry" among many things. But you can expect shit like the out of place cultural references since normies love that shit. INB4 2 Fallout 4 mods that include the Tardis as an easter egg. I checked their discord real quick and uh...
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Red flag number one. "Oh no! How can we allow the killing of children in our mod of a game that features some already horrific shit!"
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New content to a remake of an old game counts as another red flag to me, if I had a nickle for every time I heard a mod dev go "we'll try and be lore/worldbuilding friendly" I'd have quite a few nickles...
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Also skeptical.
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FOLON eat your heart out.
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Only outright good thing I've read so far but that's for the dicksword rules, not the mod. I've lightly scoped out the lead developers and none of them seem to be "problem people" from what I could gather. That is to say, faggot trannies who secretly never played Fo1 and are just using it as a platform/"hype machine" to drum up attention and push their cult messaging. There's a number of other people working on it so be prepared to find some shit out.
 
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Red flag number one. "Oh no! How can we allow the killing of children in our mod of a game that features some already horrific shit!"
I think this is mostly to comply with the regulations and laws, especially in EU; as long as the kids will be in the game i don't mind that much, most people don't kill kids anyway (because why would you?). And, like he said, if you really would want to, you can just install a mod to introduce some 10 year old skull to 10mm JHP.

From what i've read, the demo is pretty stable, which is a good sign, no matter how ambitious and vast your project is, if most people won't be able to properly enjoy it due to serious technical difficulties, then, in my oppinion, the effort is meaningless. And the fact that you openly state, that your entire project is held by "spit and ductape" and you are surprised it actually works THAT well, only adds to this.

Speaking of FOLON, an interesting little video poped up in my youtube feed:

FOLON team liked the Pagliarulo's writing in F4 soooo much, that they decided to make a homage to it.......
This makes me more disinterested to play this mod then technical issues, yeah, let's praise the work of a talentless hack, who openly states that quest lines need to be super simple, because the majority of Bethesda games players are blithering simpletons, by referencing his most retarded contribution to Fallout nu-lore, fucking hell man...
 
FOLON team liked the Pagliarulo's writing in F4 soooo much, that they decided to make a homage to it.......
This makes me more disinterested to play this mod then technical issues, yeah, let's praise the work of a talentless hack, who openly states that quest lines need to be super simple, because the majority of Bethesda games players are blithering simpletons, by referencing his most retarded contribution to Fallout nu-lore, fucking hell man...
Fuckin' lol, glad I lost interest in FOLON after the whole "muh next gen update totally broke our mod." Also, KnightRaven has lost any respect I had for him for being a shill.
 
Somewhat unrelated but I have to say it always did perplex me why they didn't just port the gore/gibbing system from Fallout 3/New Vegas for Skyrim. It probably would've made combat way less underwhelming if you had a chance to completely gore people like in Fallout. Instead most of the dismemberment only happens in those execution animations and even then it's usually just cutting off the head or a single arm. Would've been cool if on kill you sometimes had a chance to destroy the limb you were targeting like their head or their arms or legs.

They're all on the same engine so I imagine it couldn't have been THAT difficult to do.
 
Somewhat unrelated but I have to say it always did perplex me why they didn't just port the gore/gibbing system from Fallout 3/New Vegas for Skyrim. It probably would've made combat way less underwhelming if you had a chance to completely gore people like in Fallout. Instead most of the dismemberment only happens in those execution animations and even then it's usually just cutting off the head or a single arm. Would've been cool if on kill you sometimes had a chance to destroy the limb you were targeting like their head or their arms or legs.

They're all on the same engine so I imagine it couldn't have been THAT difficult to do.
fallout 3 could've been the definition of mediocre in every regard but still won over people thanks to its gib system
really, it's so fucking satisfying
 
A New Vegas Demake sounds neat in theory, but I imagine it has the exact same issues as a FO1/2 Remake in a 3d engine.
Yeah, basically you would have to take a lot of creative liberties to make it work.
Hence why there is never going to be a 1:1 accurate remake of Fallout 1 or 2 in the new style. Simply due to the nature of it you'd have to make changes and compromises.
 
Keep your expectations low, because the reality is usually subterranean.
It's grim, but I often think this way. Not just about entertainment, but life in general. It makes it nearly impossible to be disappointed. You're either proven right, or you're pleasantly surprised and glad to be wrong.
>Fallout: Vault 13 is a total conversion mod for Fallout 4 that remakes and reimagines Fallout 1 in Fallout 4's engine.
>Remake
>Reimagine
God help us. Don't fuck it up you God damn modnigger. Not that I'll play it, I rather the past stay in the past rather than bring it to some modern slop and ultimately be brought down.
I wanted something like this once upon a time. That was before the entertainment industry discovered they could maximize profits with lower effort by throwing creativity to the wind and making nothing but nostalgiabait reboots for millenials who won't grow up.
 
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So it just randomly struck me today during conversation with a friend that if you think about it Fallout 76 is basically Bethesda deciding to create Fallout Online themselves after what happened with Interplay back in the day.

I somehow hadn't made that connection before.
 
Legion bros, another big Legion mod.
i installed it to do another run and maybe im the retard one but this time i cant get over the woke elements of this game. is a shame because i really liked it the first time i played it
(Oh hey it's you again) I like Wasteland 3 to a degree, but yeah that shit is a bit silly. I will say compared to...other games, it's fairly light. It also somehow manages to have both compelling writing and writing that makes you want to uninstall the game as soon as you read/hear it. You can tell the writers wanted to do something more but the top brass didn't get it and told them to stick to the millennial writing. Swearing, communism, obvious developer choices that try and railroad you into being a goodie two shoes or comically evil, they clearly also want you to kill the Patriarch and side with Angela Deth despite siding with the Patriarch being the obviously better choice. They also fucked her as a character compared to WL1 and WL2, hell she's straight up retarded in WL3. "Let's kill the only guy keeping Colorado and the surrounding areas from being an even worse hellhole and establish a system that'll put the final nails in the coffin for civilization here! Because Patriarchy bad!"
 
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I managed to get Fallout London working a week or so ago. The constant crashing after the train sequence required the Weapon Debris Fix mod off Nexus to fix (which I don't think is mentioned in the official installation instructions), but that is probably old news by now.

Enjoying it so far. It's pretty good quality (but read on), easily comparable to anything Bethesda puts out. Haven't entered Westminster yet, so probably the main meat of the story is yet to come.

The map/level design is excellent, but the world-building/lore stuff is pretty lacklustre (this Redditor had the same feeling (A)). Constantly coming across settlements full of NPCs (in the worst possible way) wandering aimlessly around with nothing to say except meaningless voice barks. No notes or other exposition explaining why e.g. Eastminster is a shitty slum, or what it's like to live there. Most settlements will have at least one vendor, but they're all copy pasted from each other, and you can't interact with them in any meaningful way aside from opening their trading UI. I would've thought the FOLON team would've taken the opportunity to program in the Wayfarer (your character) asking these vendors questions about the world for clues, especially as the first arc of the main story is all about "discovering yourself".

It's slightly criminal that named NPCs will often have nothing to say. I run up to them, mash "E", and in contravention of every Bethesda RPG convention, they say nothing. Silence. Nada. The feeling of missing something is slightly infuriating, but said NPCs are probably tied to quested I've not yet started (I hope).

Speaking of contravening conventions - "The Lost Tommies" quest is absolutely awful. Use a guide or cheat your way to completion. How this quest made it into the final product as it is I have no idea.

What really is criminal is that I've found several terminals/computers with entries on them that were clearly written by ChatGPT. Overly verbose shite, taking 50 words to say something when 10 words would do, and even then managing to say nothing that actually adds flavour to the world and lore. My latest instance I've discovered this is the terminal in the Horseguards Distillery. It's so obviously written by a bot it's painful. I might post some examples tomorrow if I'm bothered, see what you all think.

Despite everything, I am enjoying myself. Even moreso now that the Weapon Debris Fix mod has uncapped my framerate and the whole game is now going at double-speed because of the quirks of the Creation Engine. I'm not going to fix this - I'm going to complete London quicker instead lol.
 
I guess it's my turn to write my thoughts on Fallout London:

I finished Fallout 2 and decided to give this one a go, since I was graciously gifted a copy on Steam by a user here. I always get this warm and fuzzy feeling when I finish the classic games and this time I managed to 1 vs 10 Frank with my posse and Granite squad(taking out the OP 1 hit kill turrets with EMP grenades beforehand) so I was in a particularly good mood. Thank goodness for that, because the process of just getting the game to work was a pain in the ass:

First of all, just getting a download of the mod was a trip in it's own right since the raw files weren't uploaded by the devs. I won't get doxed by their official installer and I didn't feel like making a GOG account so I had to actually pirate the repack of the game and I probably have another bitcoin miner that came with it for free. The game worked fine when I fired it up, but the game I was gifted is now a digital paperweight since I have no use for it, the repack came with the game itself(all you have to do after install is just press play). That's what you get for trying to do things "the intended way".

The game itself is...fine. It has quite a bit of technical issues and is obviously not complete, rushed out the door like New California, but it's a proper RPG set in a Fallout 4 engine. I am hoping that London walks so that Miami can actually run, or at least jog. I only got as far as doing the first quest for fish people(who are obnoxious and unnecessary, just like the woke elements of the mod, but the technical issues are far more glaring and annoying) and did some quests for Vagabounds as well and I am genuinely excited and intrigued to explore the rest of the world, so I guess the mod is doing something right. I haven't gotten far enough to confirm what @Pikanic said about the game, or these issues simply don't bother me as I am having a blast...whenever the game works, that is. My biggest issue so far is the lack of optimization that causes low frame rates and I can confirm this is happening to quite a few people. Problem behind this is broken precombines, which anyone who knows the Fallout 4 engine should know about. The FOLON team clearly doesn't, and build upon a broken foundation, completely fucking up performance in some areas(particularly those with lots of moving objects like grass or plants, the starting dungeon that leads to fish people is borderline unplayable and so is the path to Swan & Mithe bar where Vagabounds reside). I also had a few save related bugs, like the infamous infinite loading screen bug or crash on loading bug that never happen to me in the base game. As I said, whenever the game works, it's fine, the characters are believable and I do get the sensation I am actually in post apocalyptic Great Britain. Something that this mod does that Frontier doesn't is actually fitting in with the rest of the Fallout universe, you can actually believe this is what Europe looked like before and after the bombs without any immersion breaking or bad bits of lore that don't fit in. Hell, since this game takes place before Fallout 3 and that game has two characters from UK(which I heard are actually in this mod), it's a nice little sidegame like Nevada that passes so well for a proper Fallout game that you might as well just consider it canon. My opinion might change as I play the game and find something so retarded and repulsive that it will make me turn in off, but I am optimistic I will finish and enjoy it at this time.

So, in summary, if you can actually get it to work and are lusting for a proper Fallout RPG, you can't really go wrong with London. This comes with a big caveat that you're still playing Fallout 4, pretty much everything that was in that game is still in London in some form or another, the good and bad. It will take a bit more than re-introduction of proper dialogue choices and traits to mask that, but if you can stomach the basic gameplay loop of Fallout 4 and want a more hardcore RPG experience from it, then I can't think of a better mod than FOLON at the minute. Like I said, I hope Miami is even better, maybe Vault 13 and Project Arroyo will even reintroduce proper skills and skillchecks into the game. One step at a time, Fallout 4 might actually resemble a proper game someday. This is the first major step in this long journey, nothing more, but it still runs circles around Fallout 76(it's newest update actually made MATN, one of Bethesda's bootlickers, rage quit in disgust as to how bad it was) and Starfield.


Now, I want to talk about something else: Modding. Getting this to work was just as much of a pain in the ass as just getting the game to work, or perhaps even more so. First of all, just getting the GECK itself is a pain, since Bethesda now took it down from their own site...you can only get it from Steam now. I tried downloading versions of the GECK from some shady sites, but sadly those were outdated and would not run version 1.1.063 that is required to run London. Downloading the GECK from Steam didn't work as there was a steam64 mismatch, which forced me to download the entire Fallout 4 from Steam again just for that one file...but my own steam64 won't work with the repack version of the game, so I have to keep two versions of the same file and switch between them depending on if I want to play the game or edit. Oh wait, it gets even better, now let's get to the actual modding now that we fired up the GECK:

Loading the main London ESM won't work, it will always crash the program. How do you create mods for London, then? Simple: You download a stripped version of Fallout 4.esm, which is required to run as a bare minimal anytime you open the GECK, and then load London ESM along with it. Why not just your own Fallout 4 ESM that everyone has, you ask? Simple: If you combine Fallout 4 vanilla and London ESMs, between the two there is too many entities and entries than the GECK can handle, so it crashes. This is why the only way the modders could make London working in GECK is to lobotomize the base Fallout 4 ESM so there were just enough entries from it to start the actual program up but not enough so it would crash the game. Before you ask, if you actually run this braindead ESM yourself, the game will not start up and you will be stuck with a vegetable Fallout until you reinstall the game. You need to backup the original Fallout 4 ESM and keep switching between the two whenever you play/mod it, just like with my steam64 file. Did I mention that the stripped Fallout 4 ESM makes the whole thing unstable, and some cells like US Embassy cannot be opened up at all?

I think we reached our limit with the GECK. Modders will need to make a new editing program if FOLON team already pushed it beyond it's limit just to make this unfinished build of the game. No wonder it took so long to complete. The future is looking bleak if they can't create an easier workaround that gives us more options, the mod will die out quickly if it becomes too much of a pain in the ass to make content for the it, and you bet your ass people will try as literally any weapon, armor or other item or NPC will work in London when ported over and placed in the world. It is the same game after, I already saw some guy even making a mod that lets you travel back and forth between Boston and London like TTW does with DC and Mojave, altho I don't know how feasible/stable it is at this time. Oh, and I was using the souped up custom GECK overhaul program that upgrades and updates it the entire time, I can only shudder how the experience of modding London with the basic GECK looks(reminder, the program will not even let you edit an ESP with more than one ESM loaded and Fallout 4 is always loaded by default, without editing the ini file).

Speaking of which, I made a little mod myself when I was trying out the new GECK and what I could even do with London at this time with a lobotomized Fallout 4:
It is a very simple mod and a London variation of a mod I made for my base Fallout 4 a long time ago. Here is the highlights:

*Aid item weight overhaul, most food items now have a weight of 1 like in 3/NV and so do items like Radaway and various syringes. Lighter items like pillboxes still weight 0.5-0.25.
*Overhaul of various recipes for meds and chems: Added some, removed some, made sure that each of them is gated by either Chemist or Medic. Chemist has more options and only requires the base rank of 1 for everything, but Medic lets you craft more powerful items(they do require higher ranks of the perk, however). Some items like Stimpacks have alternatives, for example Medic simply requires Blood Packs(now renamed "Medical Supplies") where as Chemists can use plants like Doktor Leaves, Bloodleaves and Hubflowers as substitutes instead.
*Some chems are changed completely or been renamed. Items like Hypo, Morphine(Morph-X) and Painkillers now restore crippled limbs. I use a mod that prevents Stimpacks from healing crippled limbs and prevents auto heal of crippled limbs for a more proper Fallout experience, so without Doctor Bags I had to get creative. Stimpacks themselves have not been touched by this mod.
*Refreshing Drink now overhauled to not be a magic healing potion but a simple carbonated drink.
*Some recipes give you batches of items instead of just one, Refreshing Drink that requires several bottles of other drinks for example will give you a total number of bottles as you used to make it. Some recipes have different ingredients as well to make more sense, most chems are just reskins of base game items and sometimes they haven't even changed the recipes(for example, what is now clearly a syringe is a reskinned Jet item and requires plastic and fertilizer to make in base London. Changed that to Aluminium and Antiseptic instead).
*Misc item overhaul: Some have added components or new components to make them more viable or have them make more sense. Petrol Canister/Gas Tank in particular has been changed to be worth 1000 tickets and give 10 Steel and 10 Oil, making it worthwhile to trade in rather than keep around as a junk item. Little respect for the resource that started the Great War, after all!

It's a relatively simple mod that has no new assets and probably could have been done in Fallout 4 Edit but I wanted to try out the new GECK. Outside of my relatively lightweight module, on my own time I have also added in some weapons from other Fallout 4 mod into the game world and can confirm they are all working, as do the recipes added to the Chemistry Workbench. I will push the mod and the new GECK/Stripped Fallout 4 ESM further to see what I am capable of doing with it, but like I said unless FOLON team gives us better ways to create content for their mod I am not optimistic for it's long-term future beyond very simple mods. I am looking to more simple mods, however, like ones that fix the awful performance issues and bugs.
 
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