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New Name Same Great Taste

Vote New California for Overseer!

Posting a quick news update. Gonna do two this month, since we are getting closer to release and some cool things are happening behind the scenes.

We are in the running for Mod of the Year, despite not being released yet. It sure would have helped to be done today like I had wanted all year, but there is still a lot that of little stuff that needs to be finished for it to be release ready, even with the main quest complete and most of the mod at BETA quality. It's not at all insurmountable, it's just frustrating & tedious finishing work. #GameDevLyfe

Right now I'm just taking a quick break for a few days to clear my head, then going back to work on a new level that will make the transition from one ending area to another make sense versus a brokeass elevator that just does not want to participate (%$#@!). Rick is still hammering away at the ending conditions and setting up those final issues before switching to the Enclave Main Quest, which is the last major quest that needs effort after the ending scripts going to New Vegas.

Then we'll do play testing and revisions. :p Everybody loves revisions! :D

December 2017 Update -- Part 1

December 2017 Update -- Part 1

December 2017 Update -- Part 1

December 2017 Update -- Part 1


Dragbody and I put together this cool new Vault Suit that's one part Fallout 1 and 2, one part original concept art from Adam Adamowicz who was a big inspiration for FNC's art direction, and a little bit of a personal touch thrown in. We needed a new Heavy Vault Suit with some gloves to hide the player's identity in the opening Tackle or Dodge animation, so that morphed into me taking a mental health day after the ending videos to do some art for fun.

See those invisible arms? Totally justifies 3 days of art & rigging!


December 2017 Update -- Part 1

This won't replace all of our Vault Suits, some of them still have that baby blue kinda vibe, but New California has a far richer colour pallet over all so I might go back and update those if I feel like it before release, just so they match and don't clash. I enjoy doing that, unlike the file path fixing. So is it helping those files get fixed? No, but I feel better, so fuck it. :p


We also got a killer turret from me (textures), Jamilla (rigging & animation,) and Magnet (mesh.) That has been a big issue with one of our final boss fights where the Vanilla turrets just wouldn't cut it sitting in a room that is 100% new assets and a scratch made Boss character art. This video is old, and now the turrets blow up when killed and all their sounds are fixed. I'm probably going to remix the turret into a drone too, possibly to upgrade Alpha and make him look a little more menacing.

December 2017 Update -- Part 1

December 2017 Update -- Part 1

December 2017 Update -- Part 1

Also went through and corrected some texture paths in the nifs and old collision geometry that got fucked up at some point. It's stupid frustrating walking into a mesh or shooting through it and nothing happens when it used to be fine! Also added some extra atmosphere effects to a few of our levels and new faces for that character who needs voice replacing. His face has some choice or consequence involved in the player's actions, so it's nice to have an alternative appearance to reflect that.

December 2017 Update -- Part 1

My last video task will be our ending credits, which will also be featured in part in our Release Trailers, which I plan on putting out ASAP. I'm gonna do some cool text effects from scenes in the mod and then transition into the standard rolling titles.

In other news, we have some updates from our Russian and Brazilian Portuguese Localization teams! Team Poland, France, and Germany dropped off the map, but RU is almost done and BR-PR is doing great!

We actually ended up with a HUGE Brazilian audience for our mod because of the old Working Title, so I reached out to our Facebook page & Reddit to see if there was anyone willing to tackle the task of localization. There will be little nods to the old Project Brazil moniker in the mod too. It became a code name for a major pre-war conspiracy central to our mod's narrative, and some funny little vestiges still exist, like the old tourism sticker on the bottom of our license plate logo & main theme song.

Visit Brazil Throwback

So finally, we have a message from Jean Trindade Pereira, our Brazilian Portuguese Localization Team Lead. He and his team have been working on translating our mod for the past couple of months and they're doing a fantastic job!

I'll let him tell you in his own words.

December 2017 Update -- Part 1

Olá, caros fãs brasileiros de Fallout: New California! Aqui quem fala é o Jean Trindade Pereira, tradutor e gerente de projeto responsável pela localização brasileira do mod.

Como alguns aqui já sabem, o mod está sendo localizado para alguns idiomas, como o russo e o português brasileiro.

Venho através desta mensagem para falar um pouco sobre o nosso projeto de localização. Falarei sobre a organização do projeto, nosso atual progresso, planos e recrutamento.

1. ORGANIZAÇÃO:

O processo de tradução ocorre a partir do arquivo ESM do mod, que está disponibilizado apenas para testadores e localizadores. O software que estamos usando para esse processo se chama ESP-ESM Translator, uma espécie de CAT tool (ferramenta de auxílio à tradução), só que projetado exclusivamente para tradução de mods feitos para os jogos da Bethesda. A ferramenta pode ser encontrada aqui: Nexusmods.com?

Criamos um glossário a fim de manter a consistência de termos e nomes que são usados no mod. Qualquer tradutor do grupo pode alimentar o glossário.

2. PROGRESSO ATUAL:

Nosso progresso tem sido lento nos últimos meses devido à possível desistência de alguns membros da equipe, vida pessoal e desinteresse temporário. Isso não quer dizer que o projeto morreu. Longe disso. O mod encontra-se 20% traduzido, e a revisão e testes só ocorrerão depois que a fase de tradução estiver completa. É simplesmente muita coisa para se fazer, então é possível que a versão brasileira do mod não seja lançada ao mesmo tempo que a versão original. Sinto muito.

3. PLANOS:

Meus planos incluem uma reorganização do projeto, porque, sinceramente, acho que não fiz isso da melhor forma possível desde o início dele. Isso inclui: como as tarefas são divididas, estrutura do glossário, regras, orientações e teste para recrutamento. Talvez isso demore um pouco, já que tenho outros projetos em andamento além desse. Nesse meio tempo, não estarei recrutando novos tradutores, MAS isso NÃO quer dizer que vocês não possam aplicar para o projeto, ou seja, podem me mandar uma mensagem dizendo que está interessado que eu responderei com o maior prazer, só terão que ser pacientes, OK?

Outra coisa que pretendo fazer é produzir um vídeo explicando as funções básicas do ESP-ESM Translator e também traduzir a sua documentação oficial. (O software também foi traduzido por mim *shameless plug* :P)

4. RECRUTAMENTO:

Como pôde ver acima, o recrutamento de novos tradutores encontra-se "congelado", mas voltará à ativa depois da reorganização do projeto. O recrutamento funcionará da seguinte maneira: um pequeno teste de tradução é enviado ao interessado, contendo linhas de diálogo em inglês tiradas do mod. O objetivo é claro: traduzir as linhas da melhor maneira possível. Mas isso não quer dizer que será fácil "tirar de letra". O teste anterior era bem simples e não me dava uma boa ideia da capacidade do indivíduo, mas isso será diferente agora, pois o teste será mais longo e difícil, para que eu possa avaliar certas habilidades. Os critérios de avaliação são esses: escrita, gramática, ortografia, interpretação e adaptação.

Se o indivíduo passar, ele será redirecionado ao nosso canal de texto no Discord oficial do mod e será orientado para poder contribuir ao projeto.

Lembrem-se que isso é um projeto de localização, o que significa que o conteúdo do mod deve ser adaptado ao nosso idioma, levando em consideração a cultura do nosso país: palavrões, dialetos, expressões, termos específicos, etc. Aplique para o recrutamento apenas se julgar-se apto em suas habilidades tradutórias. Use o bom senso.

Eu poderia ter escrito bem mais, mas é que o post já está muito longo. Mais detalhes sobre o projeto serão compartilhados apenas com os membros da equipe, obviamente, para que eu não fique dando spoilers por aí. hehe

Obrigado pela atenção! :D

December 2017 Update -- Part 1

How cool is that!? :D

So with that I'll sign off!

I'm still gonna take a week or so to just play RimWorld and chill out, then do some annoying busy work finding a new lead actor to replace a lead character (*string of expletives*) then fix some more broken audio file paths (*louder expletives*) and bypass that infernal elevator in Fort Daggerpoint.

You can read more about our progress on the Design Documents Found Here. In the mean time, you can keep track of us on ModDB, Fallout Nexus, or Facebook. We've got a thriving online community centered around each one.

You can also throw dollars at me on Pay-Pal so I don't starve to death at my desk: Nexusmods.com

Cheers

Brandan Lee
Project Leader

[Fallout: New California] State of the Mod November 2017

[Fallout: New California] State of the Mod November 2017

Fallout: New California 14 comments

For what I'm sure will be the shortest ALPHA ever, Rick has tapped out the last of the Main Quest scripts and we are moving on to the last phase of development...

[Fallout: New California] State of the Mod October 2017

[Fallout: New California] State of the Mod October 2017

Fallout: New California 19 comments

It is October! Samhain, Haustblótr, Halloween for some of us, and I hear there's some kind of "Fallout Day" the 23rd? As for us, we have a new update!

[Fallout: New California] State of the Mod September 2017

[Fallout: New California] State of the Mod September 2017

Fallout: New California 18 comments

Last month we transitioned to our release candidate name Fallout: New California from the old Project Brazil, and we've been making steady progress since...

[Fallout: Project Brazil] is now [Fallout: New California]!

[Fallout: Project Brazil] is now [Fallout: New California]!

Fallout: New California 38 comments

New month, new name, same great taste. Getting ready to release means we're re-branding a bit to reflect a new prospectus.

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Comments  (0 - 10 of 83)
DI90
DI90

I`ve just found How to get the Benevolent Leader Achievement with one Settler. Maybe it will be useful - Gamespedition.com

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Skipio-Fures
Skipio-Fures

hi everyone, we just began with the development of our game.
I would really appreciate it, if you would give us your opiniion about it on our page. http://www.moddb.com/games/evangilion-the-game
thank you very much

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maxammo
maxammo

Anyone can recommend me some mods? I just reinstall my Vegas and don't know where to start.

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hazarddude987
hazarddude987

good game right here

Reply Good karma Bad karma+6 votes
Guest
Guest

Does anybody know of a mod that have a pacman and q bert arcade game in it I have been looking for it for a long time now but dont know the name so any help would be great

Reply Good karma Bad karma0 votes
pwinkle
pwinkle

I think that would be NVInteriors.
It was just the unit though, there's no playing pac-man unfortunately. :p :(
Look it up on the nexus, it by a guy called ChuckSteel.
Good luck, PM me if you get stuck.

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PSP-H4CKERxX
PSP-H4CKERxX

join my hamachi Fallout New Vegas Vault Mp password is 123

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ShOts_14
ShOts_14

(buried)

ok im new at this stuff but how do i actually mod? i have a ps3 and i want to mod fallout but i have no idea what to do. anyone help me?

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KOYK_GR
KOYK_GR

i dont have a psp,am pc user only. now my comment
why did you all downvoted him? he just need some info. get your brains right

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CKYRules
CKYRules

Modding is only available on PC versions of the game. Sorry

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Fallout: New Vegas
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Highest Rated (9 agree) 10/10

Interesting plot
The return of the companion system is great specially making their related quests.
Better developed environment compared to FO3.
The Karma and reputation being separated makes the player decisions more simple when facing relationship and moral issues.
Hardcore mode for the win.
Weapons, lots and lots of them.
Consistent fluff with previous FO games, unlike FO3 (eg. NCR expansionism and BoS being the dicks they always were).
Combat armor is awesome once again.

Nov 16 2010 by SlayerX3

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