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Fallout Mutants Rising - fanmade Fallout TC

ironmask

Arbiter
Joined
Jan 12, 2019
Messages
418
.Pixote. on NMA made a new update

"I finally found a location for our Van Buren inspired gateway. The scale was increased by 25% so it would look proportional to the games critters. ATM I'm visiting every map in the game (approximately 100 maps) and improving them with fixes, new artwork, so the game has a consistency. Certain locations were built over 10 years ago, and a lot of new game based assets have been built and are being added when necessary. Basically the maps are getting a polish. New "game based" assets are artworks built from the original artworks - walls, scenery, tiles, etc, taken into photoshop and repurposed. There are only 3 maps left that require polishing, the image below is one of them."
x1yB41q.png

latest

bgQb8Ko.jpg
 

ironmask

Arbiter
Joined
Jan 12, 2019
Messages
418
All the maps are finished. Only one map needs polishing. All the dialogue, art, assets are also finished. Only thing that needs to be completed is scripting. Which is being done slowly at a time.
 

The Jester

Cipher
Joined
Mar 1, 2020
Messages
1,741
All the maps are finished. Only one map needs polishing. All the dialogue, art, assets are also finished. Only thing that needs to be completed is scripting. Which is being done slowly at a time.
Does only one person write the script?
 

ironmask

Arbiter
Joined
Jan 12, 2019
Messages
418
Mostly one person, Ardent, I believe. Everyone else is too busy with their lives. 600 out of 1000 scripts are done so far. This information last came out on October, so who knows how has been done by now. Anyway here's a screenshot no one has shown on here yet.
qjVjMTv.jpg
 
Last edited:

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,833
Holy fucking shit batman. Kudos to the devs on this one, I have no idea how these long-ass, fan legacy projects do it.
 

ironmask

Arbiter
Joined
Jan 12, 2019
Messages
418
Yeah, it's amazing how mutants rising has been in development for so long. I have a feeling it will be the best TC if it's ever released one day.
 

ironmask

Arbiter
Joined
Jan 12, 2019
Messages
418
I would help if I could, but I don't know to script shit in the fallout engine. They only let in really experience modelers anyways.
 

.Pixote.

Augur
Joined
May 6, 2012
Messages
694
.Pixote. any update for us?

It's pretty quiet at Mutants Rising, I haven't touched it for one year now...it's basically just the scripting which needs finishing. That is slowly being done little by little, everything else is pretty much done. The game is nothing like the original from 10 years ago, practically everything has been rebuilt and improved.
 

The Jester

Cipher
Joined
Mar 1, 2020
Messages
1,741
New update
I'm not dead yet...I'm just taking it easy, playing some games and not worrying about Fallout for a while. I still have some work to do for Mutants Rising, just polishing some maps, making a few pieces of art here and there.

I might do some work on the maps for Fallout et tu one day, just for my own satisfaction - they will be more subtle than the maps I worked on for The Restoration Project. I've built up quiet a library of artwork that would work easily and seamlessly for the mod (it's all built from the original artwork), I would want it to feel natural and not contrived..
 
Last edited:

.Pixote.

Augur
Joined
May 6, 2012
Messages
694
"Mutants Rising is a free, game-sized total conversion mod for Fallout 2, picking up the saga of the Chosen One 20 years after the events of Fallout 2. The Protagonist, who is an orphan in Cassidy's care, must find a way to replace Cassidy's failing heart, find the Chosen One, who has gone missing several years ago, stop an army of hostile mutants and look for information about his or her real parents."

This reveal is my attempt to garner enough interest to actually finish the mod. So I will be showing all of the game that we have been making for the last 10 years. The only thing left to finish is approximately 300 scripts, maybe 40% of the total scripts. The team has grown and dwindled over the years, currently there are only 3 people still chipping away at the mod. This is a call out for people who are familiar with Fallout scripting and who are willing to assist. Now before people get excited and offer, first look over what we have made and think about what's required. We don't want to teach people how to script, this is something you need from the get go. If you only half interested and aren't willing to commit to actually finish the game, don't bother replying. People who are interested please leave a message with Ardent, our lead designer / scripter, from there we will let you into the main website.

ardent.mutantsrising@gmail.com

Discord Server - https://discord.gg/Qh98FmyHny
SqWOwtu.gif



The images and text I'm providing will be major spoilers for the game, each location will be shown in its own separate spoiler tag - basically in the order you would experience game, but the beauty of Fallout is you could go wherever you wanted and play the game however you wished. You will see the:
  • Main Menu
  • Main Map
  • Talking Heads
  • Town Descriptions
  • Splash Screens
  • Ending Screens
  • Location Image
  • The actual maps of every location
Certain maps have hidden locations (roof tiles that hide parts of the map for story/quest purposes), all of this will be revealed. Every major location has a talking head, there are 5 companions for the player to find, each with detailed individual backstories and quests to improve the skills of the companion. On top of that there are also a dozen temporary companions that the player can use for quests / story purposes.

I will update the first page as I upload more images - locations, so keep visiting the first post to see Mutants Rising.



1mX256B.jpg

6rou4y1.jpg

Towns
................................................
I. Elko

Description: Elko is a small, isolated town founded by the Chosen One some 20 years before the game starts. Elko's population is made up from the survivors of Vault 13 (now turned wastelanders), Arroyo tribals and various people who settled in town over the years. This is the very first town of the mod.

Technical information: After the mutant attack, Elko disappears from map, and instead - Destroyed Elko appears (the same trick as with Arroyo in Fallout 2);

Sub-locations: Elko Vault, Destroyed Elko, Shufflestop;

Expected level of the PC on arriving at the location: Lvl 1 in Elko, Lvl 2 in Elko Vault and Destroyed Elko, Lvl 3 in Shufflestop.

XP: About 6000 XP it total (Elko: 2000-2500 XP, Elko Vault: ~250 XP, Destroyed Elko: 200-400 XP, Shufflestop: ~3000 XP)

Number of marked quests: 16 (Elko: 12, Elko Vault: 2, Shufflestop: 2)

Notable equipment: Sharpened spear (Elko), Radio (Elko, Elko Vault), Zip-Gun (Shufflestop, Baxter), Flare Launcher (Shufflestop),

CNPCs: Cassidy (temp), Baxter (perm), Luigi Santiago (temp)

Enemies: rats, giant ants, silver geckos, small radscorpions, Matatu (no armor), pig rats, mole rat Ben, Ishmael (no armor), Luigi Santiago (leather jacket)

Karma titles: none;

Talking heads: Cassidy;

8IqDwCU.png


Cassidy
3ltaf9r.gif


Main Town

NmQRH3T.jpg


Main Town Basements

clilcIT.jpg


Farm Area

Y9GlvDr.jpg


Tribal Area

Z2C7hlO.jpg


Cemetery Basement

qKiCqSV.jpg


Plateau

nnPVzTh.jpg


Plateau Cave

LOU7WLV.jpg


Destroyed Elko

zZHqoqa.jpg


Elko Vault

UR08c82.jpg


Elko Vault Level 2

uYQPF4s.jpg


Shuffleshop

lRdNuLn.jpg


Shuffleshop Sewers

XlUWsCn.jpg
................................................
II. Dayglow

Description: Dayglow is a peaceful agricultural community where humans, ghouls and super mutants used to live in peace, at least until the mutants suddenly went crazy, caused ruckus in town and left into the unknown.

Technical information: None;

Sub-locations: Ackerman Ranch;

Expected level of the PC on arriving at the location: Lvl 3-4;

XP: 3500-4500

Number of marked quests: 15

Notable equipment: Pipe Rifle (Ackerman Ranch), Sledgehammer (Ackerman Ranch), Leather Jacket (Police station, Dayglow), 10mm pistol (shop), Flare Pistol, Rus Hardin's Revolver, Dynamite (shop);

CNPCs: Dogmeat (perm);

Enemies: small radscorpions, giant radscorpions, ghouls (no armor, leather jacket);

Karma titles: none;

Talking heads: Terrance;

tqNv7KY.png


Terrance
N7XR2hX.gif


Dayglow Entrance

L6SWJeT.jpg


Dayglow South

RJqoPFx.jpg


Dayglow Ranch

j39G1eL.jpg


Abandoned Farm

MdejUTm.jpg


Abandoned Farm Basement

XMcameO.jpg
................................................
III. Wendover

Description: Wendover is a pre-war highway truck stop re-settled and made into a trader town on the way towards Salt Lake City. There's a wacky religious cult in Wendover, a band of slavers and two other gangs of wastelanders. The town is very atomized, but will have to either come together before the imminent mutant attack or be destroyed.

Technical information: Wendover may be attacked by mutants; Either a "destroyed" version of town will have to be displayed, as in Elko, or one of the maps will need to switch the player's location on entry (like in V15 in F2);

Sub-locations: Norman Vault;

Expected level of the PC on arriving at the location: Lvl 5;

XP: 4800-7600

Number of marked quests: 19

Notable equipment: Hunting Rifle (shop), Scoped Hunting Rifle (upgrade at Valerie's), .44 Desert Eagle (shop and Norman quests), Ext. Mag. Desert Eagle (upgrade at Valerie's), Shotgun (Normans), Assault Rifle (later Norman quest), Mean Kicker (slavers, shop), Throwing Spear (slavers, shop), Spiked Knuckles (shop), Jury-rigged laser pistol (Stingers), Flame Pistol (Stingers), Crowbar, Hatchet, Tire Iron (slavers, shop), Harpoon Gun (unique item, slavers' loot), Ballistic Fist (shop, special conditions);

CNPCs: Doc Camden (perm); Owen (temp); Candice (temp);

Enemies: slavers (leather armor), gangers (leather jacket), Normans (robes), Supermutants (after the town's destruction);

Karma titles: Religious Nut;

Talking heads: Zachariah Mullen;

jenUKRq.png


Zachariah Mullen

Z5NCRy1.gif


Slaver Camp

mZtPo4o.jpg


Main Town

KvaXttt.jpg


Church Basement

238XPAM.jpg


Airfield - Junkyard

CkGgPj7.jpg


Airfield Basement

sWKq4I3.jpg


Control Tower

NOIepbN.jpg


Norman Vault Main Entrance

Ubzewgh.jpg


Norman Vault Back Entrance

vIx4f0W.jpg


Norman Vault

w044ahu.jpg
................................................
IV. NCR15

Description: NCR 15 is the modern day Vault 15 - a stronghold for NCR. The vault is completely picked clean (as it should be by now). The town is completely in turmoil after being attacked by mutants. Few survivors are left.

Technical information: n/a;

Sub-locations: NCR Farm; Darwin's Ranch;

Expected level of the PC on arriving at the location: Lvl 4 if coming during one of Dayglow missions, otherwise probably around Lvl 5-6;

XP: 6500-9500

Number of marked quests: 14

Notable equipment: .44 Desert Eagle (cops), Shock Baton (cops), Assault Rifle (NCR military), Shotgun (Diaz's men), various melee and unarmed weapons (Diaz's men); Leather armor (quest reward);

CNPCs: Snake (temp);

Enemies: rats, radroaches (V15), looters (leather jacket), NCR police (combat leather jacket and combat armor), one would be mobster and his thugs;

Karma titles: none;

Talking heads: none;

Krtl6Bc.png


Town Entrance

lDdAMXY.jpg


NCR 15 Town

pemQJYM.jpg


Town Basements

FkRBoGk.jpg


Darwin's Ranch

zobRGow.jpg


Vault Entrance

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Farm

jZpbb3Y.jpg


Vault Level 1

g30TErS.jpg


Vault Level 2

saRxHCx.jpg


Vault Level 3

z3AgY4n.jpg
................................................
V. Las Vegas

Description: The largest town in the region, an important industrial complex and a resort all at the same time. Las Vegas is threatened by the approaching mutant army and Dude's actions will lead either to a successful defence or to the city's downfall.

Technical information: The PC is very likely to return several times to Las Vegas, and its quests will be designed for a wide range of player levels; You can end the game prematurely in Las Vegas, if you are kidnapped by the Organ Leggers and made their unconscious donor.

Sub-locations: Junkjacker Den;

Expected level of the PC on arriving at the location: Lvl 6-7;

XP: We should aim for around 25000-40000 XP

Number of marked quests: 30

Notable equipment: A wide variety of items, the availability of which will change over time; Some readily available equipment will most likely include: metal armor, assault rifle, flamer, laser pistol, shotgun, lockpicks, geiger counter etc.

CNPCs: Fernando the Kid (perm); Elvin (temp);

Enemies: many various opponents - TBD;

Karma titles: A karma title for each main Don - TBD;

Talking heads: Dirty Dirk;

3VENWh2.png


Dirty Dirk

BlHrprg.gif


City Entrance

CRptXCF.jpg


City Entrance Sewers

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Star Bar

McQljYK.jpg


Star Bar Level 2

B07wxPU.jpg


Star Bar Sewers

j8LRf8h.jpg


Casino Strip

HTnHPLd.jpg


Casino Strip Level 2

JTw7orp.jpg


Casino Strip Sewers

sCSn8r3.jpg


Las Vegas Industrial

o7sXOTH.jpg


Las Vegas Industrial Level 2

aeTOiI6.jpg


Las Vegas Industrial Sewers

kuwDCog.jpg


Las Vegas Farm

ENGpdn3.jpg


Las Vegas Ruins - Ghoul Town

KMOur1F.jpg


Ghoul Town Sewers

KbRvPY2.jpg


Junkjacker Den

VEjYhA6.jpg


Junkjacker Den Level 2

oTVT1hu.jpg


Junkjacker Den Basement Car Park

NsHXMjT.jpg
................................................
VI. Khans

Description: The Khans is an abandoned coal mine settled by the restituated raider klan known as the Khans. The Khans are essentially a bad-guy faction, and doing quests for them means evil karma. This location is either found by doing a mission for Dirty Dirk, or has to be found on foot. Information that the Khan territory extends east of Wendover is available in several towns before.

Technical information: n/a;

Sub-locations: Caravan Ambush Area; Fake Khans' Base; Bakersfield Outpost; Armor Caravan;

Expected level of the PC on arriving at the location: Lvl 8-9;

XP: 8800-14000

Number of marked quests: 11

Notable equipment: Tommy Gun, Little Tom (shop), M60, Laser Rifle (shop, when Kahgan's Hand), Explosive Spear (Fake Khans); Throwing Hatchet (Fake Khans); Service Rifle (NCR military/rangers); Black Armor (NCR Rangers); Combat Shotgun (NCR Rangers); 14mm Pistol (NCR Troopers); Cattle Prod (NCR Troopers); Sniper Rifle (end reward); Rocket Launcher (end reward); Ballistic Fist (end reward); Tesla Lance (end reward); Laser Rifle Ext. Cap. (end reward);

CNPCs: none;

Enemies: Fake Khans (leather jacket), NCR Troopers (Combat Armor), NCR Rangers (Combat Armor), Muerte Legion (Metal Armor);

Karma titles: Kahgan's Hand;

Talking heads: Kahgan;

7ActIkZ.png


Kahgan

kAgSQbD.gif


Khan Entrance

tdLffrE.jpg


Khan Cave

pXJWCIe.jpg


Kahgan's Cave

SjX5IMC.jpg


Fighting Cage

6ptLNpk.jpg


Vault 22 Entrance

wOq7WuY.jpg


Caravan Ambush Area

RVEa8AP.jpg


Bakersfield Outpost

3W0Vvpi.jpg


Armor Caravan

uMuefxt.jpg


Fake Khans' Base

IpMJP3y.jpg
................................................
VII. Vault 22

Description: Vault 22 is an inhabited Vault discovered by the Player Character by chance during one of the quests for the Khans. It currently serves as a bio/genetics lab for a certain Dr Greenwood who likes to call herself the Ghoul Queen. There are other groups in the Vault too, and they are all fighting for survival.

Technical information: This area is accessible at Level 12 at the earliest, due to the fact that the Player will be trapped here and must have means to tackle the quests; Also, this is where you can end the game prematurely, playing a dumb character and letting yourself be transformed into a trog.

Sub-locations: none;

Expected level of the PC on arriving at the location: Lvl 12;

XP: 6000-8000

Number of marked quests: 8

Notable equipment: Trog Spear, Pump Action Shotgun, Laser Pistol, Plasma Grenade, Electronic Lockpick, Longevity Formula, Plastic Explosives, Micro-fusion cell;

CNPCs: none;

Enemies: Radroaches, Mad Dogs (Metal Armor), admins (no armor), kids (no armor), automatic turrets, trogs;

Karma titles: none;

Talking heads: Ghoul Queen;

D67bn84.png


Ghoul Queen

PKAgJDJ.gif


Vault 22 Level 1

5RLHU5M.jpg


Vault 22 Level 2

FwSfRj4.jpg


Vault 22 Prison

MsccokZ.jpg


Vault 22 Surface

CN0YHKl.jpg
................................................
VIII. Groom Lake

Description: A divided town tucked away behind inhospitable wastelands, standing guard over the dark secrets of the old world. The town is on the brink of all-out civil war which the Player Character can either help prevent or help ignite the first real sparks.

Technical information: n/a;

Sub-locations: Abandoned Trading Post, Area 51;

Expected level of the PC on arriving at the location: Lvl 12-13;

XP: 7500-12000

Number of marked quests: 22

Notable equipment: Miranda (Modded 223. Pistol), Mason's Sniper (Modded Sniper Rifle), Combat Armor (should be available at the Area 51 Garrison or/and as loot), Service Rifles (as Combat Armor), Special Flamer (Area 51 to battle the Xenos effectively), Thermo-Herder, Hatchet;

CNPCs: Damien Pickett (temp);

Enemies: GL Militia (Leather Armor Mk II and Combat Armor), Kristinos Thugs (Combat Leather Jackets + Mar w/ Metal Armor Mk II), Mason's Proletarian Guard (no armor, Combat Leather Jacket, Metal Armor), Attacks Dogs (GL Militia), Wanamingos/Xenos (Area 51 + Side-quest), Radiation (Area 51);

Karma titles: Proletarian Vanguard, Unscrupulous Mercenary, Honorary Deputy, Flunky;

Talking heads: Murray Forks;

XaLbZYX.png


Murray Forks

Du0KXSq.gif


Groom Lake Entrance

2X7JwLG.jpg


Groom Lake Trading Post

l6vGWdq.jpg


Groom Lake West

DyKEtG5.jpg


Groom Lake West Basement

P115sNX.jpg


Groom Lake Salt Flats

De0Rrz5.jpg


Abandoned Trading Post

0IAqSgG.jpg


Area 51 Entrance

Db32rIl.jpg


Area 51 Level 2

tC73dTV.jpg


Area 51 Level 3

6BFg60L.jpg
................................................
IX. Cedar City

Description: Cedar city is one of the current strongholds of the BOS after their previous base was destroyed by an earthquake (although it was in fact destroyed by sabotage). The whole base is full of darker undertones with much more going on behind the scenes than meets the eyes.

Technical information: n/a;

Sub-locations: Fort Skrap;

Expected level of the PC on arriving at the location: Lvl 14;

XP: We should aim for 10000-15000;

Number of marked quests: 16;

Notable equipment: Power Armor, advanced weaponry (to be determined), combat implants;

CNPCs: Father Malkin (perm);

Enemies: Radiation (Fort Skrap), fire geckos/giant roaches (Fort Skrap), humans (Combat Armor mk.II / Power Armor), one mad mutant ;

Karma titles: most likely, a series of reputations denoting Dude's rank in the Brotherhood (Initiate, Knight, Paladin etc.);

Talking heads: Sgt. Weathers;

bodUXui.png


Sgt. Weathers

UTrmiF6.gif


Cedar City Outskirts

1kVqdES.jpg


Outskirts Sewers

ND7Sl89.jpg


BOS Base

QPFR5o6.jpg


BOS Base Level 2

WteZMbR.jpg


Sewers/Hidden Base

ideBDv7.jpg


Cedar City Slums

Y95OdJG.jpg


Cedar City Slums Sewers

KVmuP7p.jpg


Mines Level 1

5kxUHWQ.jpg


Mines Level 2

pce1XQn.jpg


Mines Level 3

myAIX6Q.jpg


Caves

larW2qQ.jpg


Caves Level 2

tmcgIkE.jpg


Caves Level 3

o1hsuWT.jpg
................................................
X. Red Sands

Description: Red Sands is a pre-war air force base resettled by a mysterious and powerful faction from the east known as Vermillion League. The mutant army has overrun the facility in order to obtain weapons and ammo to continue the attacks and to launch a full-scale onslaught on Las Vegas.

Technical information: n/a;

Sub-locations: none;

Expected level of the PC on arriving at the location: Lvl 15-16;

XP: 12000-20000;

Number of marked quests: 6

Notable equipment: Hardened Power Armor (high Science and Repair required - and a suit of Power Armor ofc), Gauss Pistol (given by Corben), advanced weaponry (to be determined)

CNPCs: none;

Enemies: Super Mutants; Radiation;

Karma titles: none;

Talking heads: GAX;

Ozv78ro.png


GAX

5p5iGpw.gif


Red Sands Entrance

j7c1Gq5.jpg


Red Sands Level 1

qXwSyMJ.jpg


Red Sands Level 2

Cb4n8H3.jpg


Red Sands Level 3

jtGeP4b.jpg
................................................
XI. Radiocity

Description: Radiocity is a pre-war media and propaganda center. It was a location of prestige, where all major media companies had their establishments, as well as a number of government bodies and agencies. Currently, the city is occupied by the mutant army, and the Poseidon Broadcast Station specifically is used as a base of operations by Morrow, his associates and his minions.

Technical information: n/a;

Sub-locations: none;

Expected level of the PC on arriving at the location: Lvl 17-18;

XP: 20000-30000;

Number of marked quests: TBD

Notable equipment: AA Machine Gun (Brute), many other high-end weaponrary (TBD);

CNPCs: Brute (temp);

Enemies: Super Mutants; Automatic turrets and traps;

Karma titles: none;

Talking heads: Morrow;

pNfHT7E.png


Morrow

vjYhQZq.gif


Radiocity Entrance

S6sAZu1.jpg


Radiocity Level 2

2PpCsTk.jpg


Radiocity Level 3

chMBuRO.jpg


Radiocity Subway Station

JdeyeD7.jpg


Radiocity Subway Maintenance

yDwUQmW.jpg


Mt. Grafton Station

xnv2iaF.jpg


Mt. Grafton National Research Complex

MKGpOr5.jpg


Research Complex Interior

wSNdYaX.jpg


Research Complex Interior Level 2

jPx59Tu.jpg


Research Complex Roof

n3AD2t9.jpg


Research Complex Basement

6kvSBdI.jpg
................................................
The random maps are based on the maps from the Restoration Project, but have been refined. Unnecessary clutter has been removed, the maps feel more sparse. The coastal maps have been changed into river/pond maps, the main map has no coastal areas.

EDWR1Xg.jpg


P0NlOyW.jpg


The mountain maps have their 'cliff edge' returned, something I unfortunately removed from the Restoration Project maps, live and learn.

IDkTf5m.jpg


The city maps have new ground tiles, hopefully they improve the feel of the location.

hL9LEBu.jpg


There are 4 special random maps where the player has the choice to use as a permanent base to store their items. Each is meant to have a story attached to them as well as a small chance of encountering a bunch of raiders.

The Chapel

W9WiyoS.jpg


The Gas Station

dQRJBtJ.jpg


The Farm

JP2ebYv.jpg


Abandoned home

B555eGM.jpg


Abandoned home - Hidden Bunker.

xHSmd2K.jpg


The game will have a series of 'special' encounters, nothing too silly, or too over the top.

Planet of the Apes homage

XDIYk2C.jpg


One location has a series of increasingly difficult Deathclaws spawning in. The place offers the player the chance to farm experience, but at a very high risk.

The Reactor

3kNLLMH.jpg


The Reactor spawning pond

ehGWbUD.jpg
................................................
dNWfMSN.png


vzEJvaD.png


0Pyb1pb.png


m4Rv7DO.png


he6CtNa.png


aB2qL77.png


BKaZpbG.png


JthnaPD.png


j5AwjCO.png
................................................
More soon...
 

.Pixote.

Augur
Joined
May 6, 2012
Messages
694
"Mutants Rising is a free, game-sized total conversion mod for Fallout 2, picking up the saga of the Chosen One 20 years after the events of Fallout 2. The Protagonist, who is an orphan in Cassidy's care, must find a way to replace Cassidy's failing heart, find the Chosen One, who has gone missing several years ago, stop an army of hostile mutants and look for information about his or her real parents."

This reveal is my attempt to garner enough interest to actually finish the mod. So I will be showing all of the game that we have been making for the last 10 years. The only thing left to finish is approximately 300 scripts, maybe 40% of the total scripts. The team has grown and dwindled over the years, currently there are only 3 people still chipping away at the mod. This is a call out for people who are familiar with Fallout scripting and who are willing to assist. Now before people get excited and offer, first look over what we have made and think about what's required. We don't want to teach people how to script, this is something you need from the get go. If you only half interested and aren't willing to commit to actually finish the game, don't bother replying. People who are interested please leave a message with Ardent, our lead designer / scripter, from there we will let you into the main website.

ardent.mutantsrising@gmail.com

Discord Server - https://discord.gg/Qh98FmyHny
SqWOwtu.gif



The images and text I'm providing will be major spoilers for the game, each location will be shown in its own separate spoiler tag - basically in the order you would experience game, but the beauty of Fallout is you could go wherever you wanted and play the game however you wished. You will see the:


    • Main Menu
    • Main Map
    • Talking Heads
    • Town Descriptions
    • Splash Screens
    • Ending Screens
    • Location Image
    • The actual maps of every location
Certain maps have hidden locations (roof tiles that hide parts of the map for story/quest purposes), all of this will be revealed. Every major location has a talking head, there are 5 companions for the player to find, each with detailed individual backstories and quests to improve the skills of the companion. On top of that there are also a dozen temporary companions that the player can use for quests / story purposes.

I will update the first page as I upload more images - locations, so keep visiting the first post to see Mutants Rising.



1mX256B.jpg

6rou4y1.jpg

Towns
................................................
I. Elko

Description: Elko is a small, isolated town founded by the Chosen One some 20 years before the game starts. Elko's population is made up from the survivors of Vault 13 (now turned wastelanders), Arroyo tribals and various people who settled in town over the years. This is the very first town of the mod.

Technical information: After the mutant attack, Elko disappears from map, and instead - Destroyed Elko appears (the same trick as with Arroyo in Fallout 2);

Sub-locations: Elko Vault, Destroyed Elko, Shufflestop;

Expected level of the PC on arriving at the location: Lvl 1 in Elko, Lvl 2 in Elko Vault and Destroyed Elko, Lvl 3 in Shufflestop.

XP: About 6000 XP it total (Elko: 2000-2500 XP, Elko Vault: ~250 XP, Destroyed Elko: 200-400 XP, Shufflestop: ~3000 XP)

Number of marked quests: 16 (Elko: 12, Elko Vault: 2, Shufflestop: 2)

Notable equipment: Sharpened spear (Elko), Radio (Elko, Elko Vault), Zip-Gun (Shufflestop, Baxter), Flare Launcher (Shufflestop),

CNPCs: Cassidy (temp), Baxter (perm), Luigi Santiago (temp)

Enemies: rats, giant ants, silver geckos, small radscorpions, Matatu (no armor), pig rats, mole rat Ben, Ishmael (no armor), Luigi Santiago (leather jacket)

Karma titles: none;

Talking heads: Cassidy;

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Cassidy
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Main Town

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Main Town Basements

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Farm Area

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Tribal Area

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Cemetery Basement

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Plateau

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Plateau Cave

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Destroyed Elko

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Elko Vault

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Elko Vault Level 2

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Shuffleshop

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Shuffleshop Sewers

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................................................
II. Dayglow

Description: Dayglow is a peaceful agricultural community where humans, ghouls and super mutants used to live in peace, at least until the mutants suddenly went crazy, caused ruckus in town and left into the unknown.

Technical information: None;

Sub-locations: Ackerman Ranch;

Expected level of the PC on arriving at the location: Lvl 3-4;

XP: 3500-4500

Number of marked quests: 15

Notable equipment: Pipe Rifle (Ackerman Ranch), Sledgehammer (Ackerman Ranch), Leather Jacket (Police station, Dayglow), 10mm pistol (shop), Flare Pistol, Rus Hardin's Revolver, Dynamite (shop);

CNPCs: Dogmeat (perm);

Enemies: small radscorpions, giant radscorpions, ghouls (no armor, leather jacket);

Karma titles: none;

Talking heads: Terrance;

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Terrance
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Dayglow Entrance

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Dayglow South

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Dayglow Ranch

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Abandoned Farm

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Abandoned Farm Basement

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................................................
III. Wendover

Description: Wendover is a pre-war highway truck stop re-settled and made into a trader town on the way towards Salt Lake City. There's a wacky religious cult in Wendover, a band of slavers and two other gangs of wastelanders. The town is very atomized, but will have to either come together before the imminent mutant attack or be destroyed.

Technical information: Wendover may be attacked by mutants; Either a "destroyed" version of town will have to be displayed, as in Elko, or one of the maps will need to switch the player's location on entry (like in V15 in F2);

Sub-locations: Norman Vault;

Expected level of the PC on arriving at the location: Lvl 5;

XP: 4800-7600

Number of marked quests: 19

Notable equipment: Hunting Rifle (shop), Scoped Hunting Rifle (upgrade at Valerie's), .44 Desert Eagle (shop and Norman quests), Ext. Mag. Desert Eagle (upgrade at Valerie's), Shotgun (Normans), Assault Rifle (later Norman quest), Mean Kicker (slavers, shop), Throwing Spear (slavers, shop), Spiked Knuckles (shop), Jury-rigged laser pistol (Stingers), Flame Pistol (Stingers), Crowbar, Hatchet, Tire Iron (slavers, shop), Harpoon Gun (unique item, slavers' loot), Ballistic Fist (shop, special conditions);

CNPCs: Doc Camden (perm); Owen (temp); Candice (temp);

Enemies: slavers (leather armor), gangers (leather jacket), Normans (robes), Supermutants (after the town's destruction);

Karma titles: Religious Nut;

Talking heads: Zachariah Mullen;

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Zachariah Mullen

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Slaver Camp

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Main Town

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Church Basement

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Airfield - Junkyard

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Airfield Basement

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Control Tower

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Norman Vault Main Entrance

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Norman Vault Back Entrance

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Norman Vault

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................................................
IV. NCR15

Description: NCR 15 is the modern day Vault 15 - a stronghold for NCR. The vault is completely picked clean (as it should be by now). The town is completely in turmoil after being attacked by mutants. Few survivors are left.

Technical information: n/a;

Sub-locations: NCR Farm; Darwin's Ranch;

Expected level of the PC on arriving at the location: Lvl 4 if coming during one of Dayglow missions, otherwise probably around Lvl 5-6;

XP: 6500-9500

Number of marked quests: 14

Notable equipment: .44 Desert Eagle (cops), Shock Baton (cops), Assault Rifle (NCR military), Shotgun (Diaz's men), various melee and unarmed weapons (Diaz's men); Leather armor (quest reward);

CNPCs: Snake (temp);

Enemies: rats, radroaches (V15), looters (leather jacket), NCR police (combat leather jacket and combat armor), one would be mobster and his thugs;

Karma titles: none;

Talking heads: none;

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Town Entrance

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NCR 15 Town

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Town Basements

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Darwin's Ranch

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Vault Entrance

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Farm

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Vault Level 1

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Vault Level 2

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Vault Level 3

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................................................
V. Las Vegas

Description: The largest town in the region, an important industrial complex and a resort all at the same time. Las Vegas is threatened by the approaching mutant army and Dude's actions will lead either to a successful defence or to the city's downfall.

Technical information: The PC is very likely to return several times to Las Vegas, and its quests will be designed for a wide range of player levels; You can end the game prematurely in Las Vegas, if you are kidnapped by the Organ Leggers and made their unconscious donor.

Sub-locations: Junkjacker Den;

Expected level of the PC on arriving at the location: Lvl 6-7;

XP: We should aim for around 25000-40000 XP

Number of marked quests: 30

Notable equipment: A wide variety of items, the availability of which will change over time; Some readily available equipment will most likely include: metal armor, assault rifle, flamer, laser pistol, shotgun, lockpicks, geiger counter etc.

CNPCs: Fernando the Kid (perm); Elvin (temp);

Enemies: many various opponents - TBD;

Karma titles: A karma title for each main Don - TBD;

Talking heads: Dirty Dirk;

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Dirty Dirk

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City Entrance

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City Entrance Sewers

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Star Bar

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Star Bar Level 2

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Star Bar Sewers

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Casino Strip

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Casino Strip Level 2

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Casino Strip Sewers

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Las Vegas Industrial

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Las Vegas Industrial Level 2

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Las Vegas Industrial Sewers

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Las Vegas Farm

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Las Vegas Ruins - Ghoul Town

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Ghoul Town Sewers

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Junkjacker Den

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Junkjacker Den Level 2

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Junkjacker Den Basement Car Park

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................................................
VI. Khans

Description: The Khans is an abandoned coal mine settled by the restituated raider klan known as the Khans. The Khans are essentially a bad-guy faction, and doing quests for them means evil karma. This location is either found by doing a mission for Dirty Dirk, or has to be found on foot. Information that the Khan territory extends east of Wendover is available in several towns before.

Technical information: n/a;

Sub-locations: Caravan Ambush Area; Fake Khans' Base; Bakersfield Outpost; Armor Caravan;

Expected level of the PC on arriving at the location: Lvl 8-9;

XP: 8800-14000

Number of marked quests: 11

Notable equipment: Tommy Gun, Little Tom (shop), M60, Laser Rifle (shop, when Kahgan's Hand), Explosive Spear (Fake Khans); Throwing Hatchet (Fake Khans); Service Rifle (NCR military/rangers); Black Armor (NCR Rangers); Combat Shotgun (NCR Rangers); 14mm Pistol (NCR Troopers); Cattle Prod (NCR Troopers); Sniper Rifle (end reward); Rocket Launcher (end reward); Ballistic Fist (end reward); Tesla Lance (end reward); Laser Rifle Ext. Cap. (end reward);

CNPCs: none;

Enemies: Fake Khans (leather jacket), NCR Troopers (Combat Armor), NCR Rangers (Combat Armor), Muerte Legion (Metal Armor);

Karma titles: Kahgan's Hand;

Talking heads: Kahgan;

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Kahgan

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Khan Entrance

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Khan Cave

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Kahgan's Cave

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Fighting Cage

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Vault 22 Entrance

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Caravan Ambush Area

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Bakersfield Outpost

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Armor Caravan

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Fake Khans' Base

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................................................
VII. Vault 22

Description: Vault 22 is an inhabited Vault discovered by the Player Character by chance during one of the quests for the Khans. It currently serves as a bio/genetics lab for a certain Dr Greenwood who likes to call herself the Ghoul Queen. There are other groups in the Vault too, and they are all fighting for survival.

Technical information: This area is accessible at Level 12 at the earliest, due to the fact that the Player will be trapped here and must have means to tackle the quests; Also, this is where you can end the game prematurely, playing a dumb character and letting yourself be transformed into a trog.

Sub-locations: none;

Expected level of the PC on arriving at the location: Lvl 12;

XP: 6000-8000

Number of marked quests: 8

Notable equipment: Trog Spear, Pump Action Shotgun, Laser Pistol, Plasma Grenade, Electronic Lockpick, Longevity Formula, Plastic Explosives, Micro-fusion cell;

CNPCs: none;

Enemies: Radroaches, Mad Dogs (Metal Armor), admins (no armor), kids (no armor), automatic turrets, trogs;

Karma titles: none;

Talking heads: Ghoul Queen;

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Ghoul Queen

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Vault 22 Level 1

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Vault 22 Level 2

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Vault 22 Prison

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Vault 22 Surface

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................................................
VIII. Groom Lake

Description: A divided town tucked away behind inhospitable wastelands, standing guard over the dark secrets of the old world. The town is on the brink of all-out civil war which the Player Character can either help prevent or help ignite the first real sparks.

Technical information: n/a;

Sub-locations: Abandoned Trading Post, Area 51;

Expected level of the PC on arriving at the location: Lvl 12-13;

XP: 7500-12000

Number of marked quests: 22

Notable equipment: Miranda (Modded 223. Pistol), Mason's Sniper (Modded Sniper Rifle), Combat Armor (should be available at the Area 51 Garrison or/and as loot), Service Rifles (as Combat Armor), Special Flamer (Area 51 to battle the Xenos effectively), Thermo-Herder, Hatchet;

CNPCs: Damien Pickett (temp);

Enemies: GL Militia (Leather Armor Mk II and Combat Armor), Kristinos Thugs (Combat Leather Jackets + Mar w/ Metal Armor Mk II), Mason's Proletarian Guard (no armor, Combat Leather Jacket, Metal Armor), Attacks Dogs (GL Militia), Wanamingos/Xenos (Area 51 + Side-quest), Radiation (Area 51);

Karma titles: Proletarian Vanguard, Unscrupulous Mercenary, Honorary Deputy, Flunky;

Talking heads: Murray Forks;

XaLbZYX.png


Murray Forks

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Groom Lake Entrance

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Groom Lake Trading Post

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Groom Lake West

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Groom Lake West Basement

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Groom Lake Salt Flats

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Abandoned Trading Post

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Area 51 Entrance

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Area 51 Level 2

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Area 51 Level 3

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................................................
IX. Cedar City

Description: Cedar city is one of the current strongholds of the BOS after their previous base was destroyed by an earthquake (although it was in fact destroyed by sabotage). The whole base is full of darker undertones with much more going on behind the scenes than meets the eyes.

Technical information: n/a;

Sub-locations: Fort Skrap;

Expected level of the PC on arriving at the location: Lvl 14;

XP: We should aim for 10000-15000;

Number of marked quests: 16;

Notable equipment: Power Armor, advanced weaponry (to be determined), combat implants;

CNPCs: Father Malkin (perm);

Enemies: Radiation (Fort Skrap), fire geckos/giant roaches (Fort Skrap), humans (Combat Armor mk.II / Power Armor), one mad mutant ;

Karma titles: most likely, a series of reputations denoting Dude's rank in the Brotherhood (Initiate, Knight, Paladin etc.);

Talking heads: Sgt. Weathers;

bodUXui.png


Sgt. Weathers

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Cedar City Outskirts

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Outskirts Sewers

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BOS Base

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BOS Base Level 2

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Sewers/Hidden Base

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Cedar City Slums

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Cedar City Slums Sewers

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Mines Level 1

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Mines Level 2

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Mines Level 3

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Caves

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Caves Level 2

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Caves Level 3

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................................................
X. Red Sands

Description: Red Sands is a pre-war air force base resettled by a mysterious and powerful faction from the east known as Vermillion League. The mutant army has overrun the facility in order to obtain weapons and ammo to continue the attacks and to launch a full-scale onslaught on Las Vegas.

Technical information: n/a;

Sub-locations: none;

Expected level of the PC on arriving at the location: Lvl 15-16;

XP: 12000-20000;

Number of marked quests: 6

Notable equipment: Hardened Power Armor (high Science and Repair required - and a suit of Power Armor ofc), Gauss Pistol (given by Corben), advanced weaponry (to be determined)

CNPCs: none;

Enemies: Super Mutants; Radiation;

Karma titles: none;

Talking heads: GAX;

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GAX

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Red Sands Entrance

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Red Sands Level 1

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Red Sands Level 2

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Red Sands Level 3

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................................................
XI. Radiocity

Description: Radiocity is a pre-war media and propaganda center. It was a location of prestige, where all major media companies had their establishments, as well as a number of government bodies and agencies. Currently, the city is occupied by the mutant army, and the Poseidon Broadcast Station specifically is used as a base of operations by Morrow, his associates and his minions.

Technical information: n/a;

Sub-locations: none;

Expected level of the PC on arriving at the location: Lvl 17-18;

XP: 20000-30000;

Number of marked quests: TBD

Notable equipment: AA Machine Gun (Brute), many other high-end weaponrary (TBD);

CNPCs: Brute (temp);

Enemies: Super Mutants; Automatic turrets and traps;

Karma titles: none;

Talking heads: Morrow;

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Morrow

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Radiocity Entrance

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Radiocity Level 2

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Radiocity Level 3

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Radiocity Subway Station

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Radiocity Subway Maintenance

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Mt. Grafton Station

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Mt. Grafton National Research Complex

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Research Complex Interior

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Research Complex Interior Level 2

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Research Complex Roof

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Research Complex Basement

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................................................
The random maps are based on the maps from the Restoration Project, but have been refined. Unnecessary clutter has been removed, the maps feel more sparse. The coastal maps have been changed into river/pond maps, the main map has no coastal areas.

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The mountain maps have their 'cliff edge' returned, something I unfortunately removed from the Restoration Project maps, live and learn.

IDkTf5m.jpg


The city maps have new ground tiles, hopefully they improve the feel of the location.

hL9LEBu.jpg


There are 4 special random maps where the player has the choice to use as a permanent base to store their items. Each is meant to have a story attached to them as well as a small chance of encountering a bunch of raiders.

The Chapel

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The Gas Station

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The Farm

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Abandoned home

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Abandoned home - Hidden Bunker.

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The game will have a series of 'special' encounters, nothing too silly, or too over the top.

Planet of the Apes homage

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One location has a series of increasingly difficult Deathclaws spawning in. The place offers the player the chance to farm experience, but at a very high risk.

The Reactor

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The Reactor spawning pond

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................................................
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................................................
More soon...
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,028
Gotta resist the temptation to read everything.
:shredder:

Darth Roxor News worthy? Gotta help the devs find some slaves codemonkeys collaborators to get this done.
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,745
Location
Core City
This reveal is my attempt to garner enough interest to actually finish the mod. So I will be showing all of the game that we have been making for the last 10 years. The only thing left to finish is approximately 300 scripts, maybe 40% of the total scripts. The team has grown and dwindled over the years, currently there are only 3 people still chipping away at the mod.

I definitely hope you get support around here, because what I could see of the project (and admittedly I didn't see much because the more I saw, the more I liked it, and the less I wanted spoilers) is extremely promising. My knowledge of Fallout scrpits is nil, so I can only hope that other people see the same potential that I saw here.

Amazing stuff all around! :salute:
 

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