Fallout Conversion

I dunno, I think the body armour on the models looks a little off. Try making the models a bit taller or making them a bit bulkier, seeing as they are wearing power armour after all.

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@jollins Great! well right now there isn’t much to do other than making models. If you’re feeling adventerous and want to use Qubicle we could always use some reskined units :slight_smile:

@Krusk Yeah I agree. I’ve not formulated a full approach to the mobs yet, but I had invisioned creating a smaller “goblin” sized mutant that is a few steps below the super mutants. It would have to be visually distinct from ghouls (which I picture as slightly skinnier than humans). They’d function very similar to goblins, machetes instead of swords, probably keep axes, etc. Baseball bats and brass knuckles too of course :slight_smile: They’re not in original Fallout so I’m a bit torn, but the game does sort of need a variety of mobs at different difficulty levels.

@Zooka128 I know… the bulk of the armor was difficult. He’s actually about 3 blocks ‘bulkier’ than most the templates. It may not sound like a lot, but that is up a lot from the normal 7 (so I’ve increased his armor about 40% width and 40% depth). Much bigger and I run into all sorts of trouble - it won’t look right next to other units, it won’t match animations, it won’t fit mounts, etc. Practicality is keeping him trimmed at least for now. The advanced power armor is even bigger, oye!

Thanks for the complements everyone :slight_smile:

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MIDGET SUPER MUTANTS!!!, Joking anyway how about gangs of vicious little robots. Basically clap-trap with a knife or if thats not your taste you can have mongrel dogs that have survived/been mutated by the bombs. I have tons of ideas! from using little green aliens to having a bunch of orphans that after surviving the nuclear blast and been mutated a little for your goblins. The orphans can all have their own little backstories you can learn by either befriending them or after capturing their camp reading their diaries. The mongrel dogs can be used instead of wolves and the robots can be captured somehow and reprogrammed (but only if you have a settler with good enough skill)

Just a few Ideas (I have much more) that you might want to use

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oh, someone has to mod him into the game… if only the sound bytes could come as well… :+1:

Actually, if you remember Fallout 1 (and I assume you do) you have Super Mutants, and you have Super Mutants. Many of the initial ones you encounter are both poorly armed, and have much lower stats, skills, and HP than later ones. Like the ones you run into in Necropolis squatting on the water pump.

It’s really only the leader of that group who’s much like the standard, later mutants.

I think it’s justifiable in the sense that Super Mutants are simply an enhancement of people. Your more impressive people become tougher Mutants, and people who are kind of unimpressive, are wimpy (for Super Mutants).

You could also make the initial raids small and relatively unskilled even if they are physically similar to the “tough ones” with better equipment.

I also think that if when you initially encountered them, you had a lot of guns and they didn’t, that would make it relatively easier. Sure, if the Mutant bashes your guard in the head with a 4x4 he might mess him up, but if you play it smart, he gets filled full of holes and dies before that happens.

You encounter a village…

…(and collapse from exhaustion).

I started this two days ago and it just sort of ran away with itself. I wanted to try out a recreation of the types of houses found in places like Shady Sands (see here for Fallout screenshot - heads up it is big). But then of course it had to have a fence. And a garden. And a well. And a wheat farm…, 500 doo-dads later, the project is done.

Thank you(s) and acknowledgements:
@Miturion for the assistance with landscaping. I modified the trees some, I :heart: the color/shading from his village screens. Perhaps this village is what arose after he nuked his? I tried to use the color pallet of the ground, but it was just too “bright” for my town :frowning: The grey/brown I started with is taken from the Fallout screenshots. Also thank you for the well and crops and a few other parts too!
@voxel_pirate for the cow! :smile: The experiment was a success. I borrowed a page from your field medic and began assembling a few extra peices… Also thanks for all the base models I started with too.
@Froggy for all of the original villager models.

Hope I didn’t leave anyone out, just yell at me if I have.

One of the main things I liked about Fallouts 1 & 2 was the sort of quirky humor and lightheartedness in the game (which disappears in Fallout 3 and beyond, becoming a depressing survival horror :thumbsdown:). I do wish, however, that there was more “everyday life” and normalcy in Fallout, so the mod should definately keep that from the original Stonehearth build. You can sort of see that in the scene above.

I’m learning making ‘whole scenes’ helps to think of bits and pieces that should or would be needed in the game. I may have over crowded the place a bit, but oh well :smiley: The road is a bit too much in some places, but not worth me ripping it out and making it simpler just for this shot.

Reskinning the well:

Small changes here and there make things go a lot quicker. For example this well which originally came from @Miturion’s collection. It got a little nuked :slight_smile: The wood becomes metal, although there is a fair amount of wood in the old Fallout screenshots. Metal then rusts, etc.

There’s a new game called Godus coming out next week on early release, so I may update a little less frequently if it is any good. :thumbsup:

Here is the link to the huge version of my screen shot: Big town.


Pretty kool stuff man.

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there is so much awesome packed in that screenshot, that im finding it hard to pick out the specific pieces to comment on… bang-up job there @Roughshod! :+1:

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So much awesome in one place.

I love the Brahmin, I love the cactus, I love the blue colours on the trailer thing. It just looks awesome.

The one thing I’m really not sure on however, is the houses. I really don’t know if the colour is right? It looks a bit too pink for me? There needs to be some more browns in there, but then you don’t want it to blend with the floors I suppose … hmmm.

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That is an impressive village you made. I know the pain of feature-creeping the scene and you even have more features then me :blush:.
I like how you modified the trees.

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odd, i didnt notice that the first time, but now that you mention it, i cant help but notice! :smile:

i can see where he might have been going for a Santa Fe plaster/stucco/sand color, and the pinks just got away from him… i would agree though, a slight change to the palette might be in order…

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Very impressive scene. I know from experience just how much effort that must have took.

I tip my hat. :tophat::ok_hand:

My only critique is personally, I think your scale needs adjusting on some of your models.


I like the village too. The Brahmin might be a little fatter if I remember my Fallout models, but hey. For a prelim mockup, that’s great.

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Great work! The scene has a very own style and I could imagine that this conversion could provide a complete new experience. Keep on with your work.

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Dang can’t sneak anything past you guys :stuck_out_tongue: Yes, you’re correct, it is too pink. You can actually tell where I noticed this - the first building on the far right is pinker than the rest. Upon realizing this in Blender I decided two things: One - Need to make the buildings darker, and Two - Need more buildings!!! So the rest are a bit darker. But no matter how I tried the pallet it looked too similar to the ground color then. My colors/textures are hit-or-miss still, if I can’t get it correct after like 5 tries I’ll just move on so I don’t get bogged down. I’m hoping to attract a few other modders eventually (in months… or years…) and we can all sort of edit/fix-up each others artwork in ways the original artist may not have been able to do.

True - I mostly used just a 10:1 scale for the buildings/trees, everything else was on a 1:1 scale with the villagers. I sort of eyeballed the scale in Blender “to taste” on what looked right. I’m counting on the Stonehearth Engine to handle proper in-game scaling for me based on standardized .obj models. Is there anything in specific thou that looks way off? I hope the ‘small’ villagers are recognizable as children and not just a terrible scaling :smiley: Otherwise in general I don’t invent a sizing difference unless I can match it with an example from official Radiant media.

Also true, at close inspection it appears that a brahmin is actually two cows melted together (you can see the outline of the smaller non-horned cow on the side). I’ll probably wait until official Stonehearth cows come out to redo the model - I do like to base it as close to that as possible. At least the color was close? :slight_smile:

thats why we get paid the big bucks get free WiFi at Starbucks!

well, as far as toxically mutilated cows go, i thought yours looked great… :smile:


I’m pretty sure it was stated somewhere that there won’t be cows in the main game as they’re too boring and they’d go for yaks or aurochs or something instead. The way the engine works as well means you have to specify your scaling so you’d need to work out correct relative proportions, you’ll have presets for things like villagers but depending on your models it could change.


you are correct sir…

Will there be cows? - Livestream - 1:17:18

“No cows … cows are so stereotypical aren’t they? Don’t you want something other than a cow? How about, maybe like yaks, or big goats, something other than a cow. Just something different that mixes it up, something a bit more unique.”


I know somebody started a “campaign” because they wanted cows, but I can’t remember who…



looks around nervously

it was @KingMooCow… he was pretty upset by the “no cow” stance, and started this thread, as well as this… and a third, that i locked up… :smile: