This mod implements a full conversion of the base art and settings to a Fallout-style world. The basic game play will not be altered.
The primary goal is to give the player the ability to control his or her own Fallout settlement, and direct it in as many ways as they find enjoyable.
The primary objective is to retain both the look and feel of SH as it is reflected in the blocky and cute nature of the game, as well as represent the content of Fallout.
Phase 1.A (Now & Ongoing)
- Create model and animation assets.
- More modders!
Phase 1.B (Beta & Ongoing)
- Repurpose / reskin / reuse assets from vanilla game.
- Create effects (merging models, animations, and sound effects) as game assets.
- Create smaller packs (ex. āFallout Weapons Pack,ā or āFallout Creatures Pack,ā etc.) for use in the modding community.
- More modders!
Phase 2 (Upon completion of Phase 1)
- Preserve the sandbox!
- Convert vanilla Stonehearth assets to Pack assets.
- Preserve functionality and basic game systems (no loss or addition of features).
- Minimal āstorytelling,ā bare-bones Fallout cannon to create a blank slate for future modders & module-ers.
- More modders!
Phase 3 (Upon completion of Phase 2)
- Tell your story!
- Create modules using Pack assets.
- More modders!
The player will begin his or her game with a typical Fallout vault [most likely modified from future Dwarf-style mines for ease of implementation] that has just deployed a G.E.C.K. (Garden of Eden Creation Kit) in the area just outside of the vault. The player will then guide and grow his or her village, defending it from attacks and adventuring forth when able.
Do you become a:
- Major trading hub, attracting merchants, gangs, caravans, and all the violence and vice that brings?
- Sprawling agrarian village, focused on crops and brahmin, striving for the simple life?
- An isolated techno-clave, developing the best technology, while abandoning your fellow man?
- Degenerative band of raiders and slavers, stealing all but losing your humanity?
- Scavengers paradise, scouring the wastes for reusable ruins and the talent to rebuild it?
- Oppressive authoritarians, keeping castes and classes separate, ruling for power and profit?
- Democratic bastion of hope, welcoming all travelers, mutants, and ghouls, in the dream of rebuilding what was lost?
Rating: Probably ESRB M, but will try to bring it down to T if possible.
This conversion has no particular lore ties to any individual Fallout game. It is set in the timeline before the events of Fallout 1 - approx. year 2130 (this is 30 years prior to Fallout I, and 60 years after the construction of vaults). [Timeline Here].
There is no geographical setting beyond āthe wastesā (it is not set in any particular region of America, nor are there real world landmarks). The vault also has no specific back story related to the games, although its closest example would be Vault City, which grew from vault to city.
Factions from the Fallout series should be represented, such as the Brotherhood of Steel, The Enclave, Tribals, the Master the Children of the Cathedral, and others as applicable. Given the pre-Fallout 1 timeline, you can expect these to be more early āgenericā versions of their later selves, not boxing the storytellers into any particular narrative.
Land generation should be altered to create a wasteland type of environment. The typical terrain will be arid and rocky, mixed with deserts, and littered with more ruins than normal. The area around the vault will be lush (as a result of the G.E.C.K.) but in general greenery will be rare.
Wildlife generation will be tuned down. Water will be more rare, especially water of usable and safe quality. Power availability will also be rare and the limiting factor in build choices. Ruins and salvageable loot will be increased. Trading will also be increased.
The player will not be in charge of an individual wanderer, beyond normal SH adventuring capacities.
Enemies will be reused as much as possible after re-skinning. Mutants replacing goblins, retaining raiders and ghouls, etc.
The UI will be reskinned to reflect both the colors and content of Fallout, yet retain the stylized blocky & simple features of SH.
This conversion should also ship with its own modules, such as:
Discovering a Deathclaw cave.
Routine visits by merchants and caravans.
Power difficulties ā The nuclear reactor of the vault can break down, spurring the player to find ways to fix it and improve it.
Wanderers ā Adventurers may visit your town, seeking information, aid, barter, and to perform quests for villagers.
Interacting with the major factions.
Dozens moreā¦
This mod is currently in very limited development status. I am playing around with the ideas for now, but I reckon Iād need at least 4 other modders as a team to complete something of this size.
**Modelers [#1 need! ] ** ā Ability to use Qubicle Constructor to recreate weapons, armor, building materials, etc. from original screenshots.
Effects Artists ā Ability to animate models (need those bloody deaths!)Modders ā Ability to insert and change scripts. Create in-game effects that use models and animations in combination with sound to produce game assets.
Module-ers ā Creates adventures and scenarios with mod assets.Writers/Editors ā Proofread and contribute to story development.
If anyone is interested feel free to PM me or post here. So long as I am active on these forums you can assume Iām checking this post, even if it is like 2014 it has a layer of dust on it. Radioactive dust.
In the meanwhile I intend to work on creating modules using original Team Radiant content during beta to get a sense of the ābig pictureā and how the modding system works in SH.