Fallout 1 and Fallout 2 discussion

General discussion about the original Fallout
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Man you guys just don't know

Post by JaxFirehart » Wed Feb 20, 2013 6:25 pm

Man you guys just don't know what's good! laugh

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I am with Jax there well not

Post by Risewild » Wed Feb 20, 2013 10:55 pm

I am with Jax there well not really criticizing your preferences just saying that I do like Turn Based Combat, I like my time to consider options and I am not as young as I used to be, my reflexes are not as good anymore either but even back then when I played Fallout 1 and 2 for the first time I just got amazed at the games, I don't care if it is real time or turn based, for me it's the way of customizing our character and how it interacts with the world around him/her and how the world interacts with the character too and the games do that quite well.

But to be honest I don't play them for years now, I have them in hardcopy with me though. But I might not be able to play them anymore for being too outdated, who knows. That happened with the first Command and Conquer games, I still like them, I just can't play them anymore because they lack lot of newer mechanics from more recent strategy games.

On a side note, I do still play games like Baldur's Gate ones (I am playing the first one using the Tutu with my wife in LAN and after we beat it we will import the characters and play the second one together too), Arcanum, Planescape Torment and several other old games (although a patch to run those games in higher resolutions is always essential.) .


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Yeah, I wasn't really

Post by JaxFirehart » Wed Feb 20, 2013 11:07 pm

Yeah, I wasn't really criticizing either, turn based vs real time have a lot of advantages/disadvantages and of course everyone has their own personal preference.

Personally I LOVED the mass effect system where, at any time, you could pause and survey your surroundings. I thought it was a great mix of turn-based and real-time. I wouldn't complain if the implemented something similar for FO4. I personally thought that VATS was alright but always felt kind of forced to me, like they were trying too hard to include it.

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I know you weren't

Post by Risewild » Thu Feb 21, 2013 2:05 am

I know you weren't criticizing cheeky I was just making sure they knew I wasn't either cool.

I agree with VATS too, it's quite interesting and I can see they definitely took inspiration from the first Fallout games, with the AP and stuff, to be honest it feels quite well in real time games like this ones. But I do agree with seemed forced, I like to play without using VATS much but I still do sometimes since I am a melee character and it helps deal damage with chinese sword against a behemoth cheeky. Also if I have to use ranged weapons I usually only use VATS if it is a sneak kill, where I have to try and kill an enemy in one blow xD.


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vats is great when you want

Post by chucksteel » Thu Feb 21, 2013 3:48 am

vats is great when you want to lob a few grenades at different targets. blush

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Even though I possess the

Post by Risewild » Sun Apr 14, 2013 11:35 am

Even though I possess the games in hard copy I just got both Fallout 1 and Fallout 2 from GOG since it was at half price from a weekend sale laugh. Downloading the restoration project for fallout 2 at the moment as suggested by Sesom wink.


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I remember a time when ~90%

Post by TJ » Sun Apr 14, 2013 11:57 am

I remember a time when ~90% of rpgs were turn based.

Freakin shotgun wedding in Modoc, I'm pimping my wife in Reno.

My project Dash is on Kickstarter!

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Recreating some part of these

Post by TrickyVein » Sun Apr 14, 2013 4:12 pm

Recreating some part of these classic games in the Gamebryo engine has been a goal of mine for the past two years now. I've had some success and built a lot of models but have yet to carry anything of substance to completion. I think there are generally two approaches which people take to recreate locations from either Fallout using the NV engine: 

One is to translate, literally hex by hex the exact layout and scale of a settlement preserving even the perfect flatness of the ground, courtesy of the limitations of those engines; 

the other, which I have seen fewer examples of has more to do with adapting and reinterpreting these classic games using modern technology.

These are just my personal feelings, but the first approach I think will always fail. It also misses the point of bringing older content into a newer engine. If you're not going to take advantage of three dimensions, then why bother? It is more productive, I think, to go back to what may have inspired the developers of these games and think about how they could have looked if they had been made with all of the great tools and resources that we have now.

It's fortunate that many of the locations from the Fallout universe are based on real-world locations. My approach has been to find inspiration from the look of these places and pictures of old buildings from the 50s instead of Fallout; then take some liberties because, you know, divergence + 100 yrs or so before the Great War.

It's a lot of fun, but I think a large hurdle has been finding people dedicated to working on something about the size of a DLC for an extended time (at least a year and more). It also doesn't help that the GECK is not a proper developer's tool, and creating new content for the engine is a long and sometimes frustrating process. If you want to see new locations, you need to 1) create your new models using an external modeling program like 3DS max or blender, then 2) prepare them inside of Nifskope to look however and do whatever you want them to and then 3) start building your world inside of the GECK. Of course, the design process if never as clear-cut as this.

I'm sitting on resources that I've put together for Arroyo, the NCR capital, New Reno and most recently San Francisco; I work on these intermittently, but honestly I just like modeling and building the world. It's too much for one person to have to worry about designing quests and scripting and writing dialogue and everything else that's required. If you guys want to use my work then I can make it happen for you. 

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I'll be honest, I don't

Post by alegendv1 » Sun Apr 14, 2013 5:34 pm

I'll be honest, I don't usually like turn-based combat that much, I guess cause I feel like I get to plan ahead too easily. But it also depends how it is implemented, for me. I liked Neverwinter Nights (considered turn based, right?) and I liked the Fallout 1 and 2 system. I also enjoyed Advance Wars (DS) and Fire Emblem (GBA). I can't remember any others I enjoyed off the top of my head. I played FO3 and NV before I played the original games, but I still loved them despite not usually enjoying the turn-based genre.

But back to Fallout 1 and 2. I've come close to beating Fallout 1, but I tried to march my way down to the last boss. Bad idea XD. Fallout 2 I've probably played at least a third through if not half. Have never made it to Navarro. I need to see which mods i used for them, because i still get improper colors and wrong resolution.

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Tricky: I am not sure if you

Post by sesom » Sun Apr 14, 2013 6:06 pm

Tricky: I am not sure if you have seen it yet:


Developer Diary   (not up to date but it conatins a lot of pics from armors, creatures and locations).

I am working (since 5 months) with a few people on Fallout the Story (port of Fallout 1 into NV) and we are using already the resources you have released on Nexus (with your permission ;) btw. ) . You are correct reinterpretation is the only way to go. A 1:1 map conversion is simply impossible. Here our progress so far (the nexus page isn't up to date yet, the % numbers aren't fully accurate to many factors are taken in account):

Vault 13: (start and revisit 100% complete)

Vault 15: (100% complete that was an easy one ;) )

Shady Sands (about 70%)

Junktown (about 50%)

Random Encounter Worlds (about 30%)

Necropolis (about 5% done)

Raider Camp (about 30%)

The Glow (10%)

The Hub (40%)

After I have done my quest update for Shady Sands today, I am hopefully start the WIP thread here that I plan to make since several months.

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