Experience all the sights and sounds of fabulous New Vegas, brought to you by Vault-Tec, America's First Choice in Post Nuclear Simulation. Explore the treacherous wastes of the Great Southwest from the safety and comfort of your very own vault: Meet new people, confront terrifying creatures, and arm yourself with the latest high-tech weaponry as you make a name for yourself on a thrilling new journey across the Mojave wasteland.

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Well it has been several years since there has been any new news posted, but that is changing. This project has been a dream of mine (Dakcenturi) for years. I started it back when Fallout 3 was released and continued working on it into Fallout: New Vegas. However, there was a lot of other things going on at the time. A year before the project started I was married and shortly after my first son was born. As you can imagine these were some pretty big changes and it ate up a lot of my free time. I tried finding more help to fill in the gaps but it just wasn't working and then the project was put on indefinite hold.

Since then, I've gained a lot more experience as a developer and producer. Recently while looking for jobs I put together my design portfolio and Fallout 2161 was one of the topics. I always hated stopping this project and always wanted to return to working on it. Now is that time! With my family life settled down and in a routine I've decided to revisit this project and work on actually completing it this time around. So here we are.

As you all know (unless you've been living in a Vault for the last several months) the most recent game in the Fallout franchise, Fallout 4, has been released. Luckily with the work we completed before, very little is reliant on the specific engine. You may also be aware that Bethesda plans to release the construction kit for Fallout 4 *sometime* this year. This is bad and good. The downside is we can't just jump right in and start working on the mod. The upside is we can get some solid prep work in ahead of time which will let us jump in much quicker once the tools are released.

So now you may wonder, where are things currently? First up, I am re-teaching myself the creation kit. It has been a few years since I've really dug into it so I need to brush it off and re-familiarize myself. Second, we are organizing our project so that as we progress we can stay on track and if we pick up any additional volunteers we can more easily assign and delegate tasks. This includes cleaning up this page of old, outdated images and videos. Finally, we are currently working on our height maps for the game.

One big change from the philosophy of the original project is our intent to not only recreate the classic Fallout but to also add to it. As such, rather than simply having small areas to match the original locations we are creating game regions to allow a degree of the open world feel that is common place in Bethesda games and one of the things that make them great. To that end let's look at some of the progress on the height maps.

First, it's important to look at where we are coming from. For this we use the maps from the original Fallout and Fallout 2.

FO1 WorldMap

FO2 WorldMap

As you can probably tell there are some discrepancies between the two maps and the locations of Vault 13, NCR (Shady Sands), and Vault 15. After a lot of research and design decisions we've worked up our own map of the original Fallout. This will be one area where we stray from the original that won't have a huge impact on the game itself. (NOTE - This is still a WIP) Aside from making the locations more accurate to their originally intended design, there are other things influencing our decisions including new design work and most importantly limitations of the engine.

FO2161 WorldMap

From here we are using GIS data to generate height maps. This is a somewhat convoluted process and we haven't gotten the exact results we are looking for, but we are getting close. Here are a couple of images that show some of what we are working on:

Overall map test

The original goal was to just make California and part of Nevada as a whole. Obviously, with a small team this would leave a LOT of open space with nothing of interest. Add to that limitations of the game engine and we changed our plans to subsections of the global map. However, this overall world is still going to be important for our Fast Travel system.

grdn38w119 13 thumb

Once we have gotten the results we want repeatedly we will be writing up a tutorial for others interested in creating their own mods based off of real world locations. There are some great tutorials out there but they are outdated, missing images etc. So we will put together something updated and ready to go for those interested. We are using the Skyrim creation kit in order to test out our work since this is the closest engine to what we will be using in Fallout 4. As such, look for another update in a month or less where our goal is to show you some in game shots of our terrain in Skyrim.

[Fallout: Project Brazil] State of the Mod for January Part 1
Fallout: New Vegas

[Fallout: Project Brazil] State of the Mod for January Part 1

Fallout: Project Brazil 11 comments

New Year, New Level Designs, New Armour, New Awards! Retrospective on the great year of 2015.

[Fallout: Project Brazil] State of the Mod for December Part 2
Fallout: New Vegas

[Fallout: Project Brazil] State of the Mod for December Part 2

Fallout: Project Brazil 6 comments

Showing off the new Hi-Resolution Vault textures that will get us up to par with Fallout 4, and brand new graffiti & fan art.

Stealing a Fragment of the Player's Soul
Fallout: New Vegas

Stealing a Fragment of the Player's Soul

Autumn Leaves 3 comments

For these times, when you feel a part of yourself never left that special place, in that special game.

[Fallout: Project Brazil] State of the Mod for December
Fallout: New Vegas

[Fallout: Project Brazil] State of the Mod for December

Fallout: Project Brazil 9 comments

We show off the last of our new Weapons and Faction skins, as well as update on progress!

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FNAV5 Patch 1.7 to 1.72

FNAV5 Patch 1.7 to 1.72

Five Nights at Vault 5 Patch 0 comments

A patch that updates the mod from version 1.7 to version 1.72. Only the updated files are included. Preferable if you don't want to download 150+ MB again...

Five Nights at Vault 5, 1.72

Five Nights at Vault 5, 1.72

Five Nights at Vault 5 Full Version 0 comments

This is the full release of the mod, version 1.72. Contains all files. If your current version is lower than 1.7, then please use this file even if you're...

FNAV5 Patch 1.7 to 1.71

FNAV5 Patch 1.7 to 1.71

Five Nights at Vault 5 Patch 0 comments

A patch that updates the mod from version 1.7 to version 1.71. Only the updated files are included. Preferable if you don't want to download 150+ MB again...

Five Nights at Vault 5, 1.71

Five Nights at Vault 5, 1.71

Five Nights at Vault 5 Full Version 0 comments

This is the full release of the mod, version 1.71. Contains all files. If your current version is lower than 1.7, then please use this file even if you're...

Five Nights at Vault 5, 1.7

Five Nights at Vault 5, 1.7

Five Nights at Vault 5 Full Version 0 comments

This is the full release of the mod, version 1.7. Contains all files. Please use it even if you're updating from an earlier version.

Arizona V1

Arizona V1

Fallout Arizona Demo 0 comments

Firts version of Arizona, add new locations to the map, and new story for NCR and Legion

Post comment Comments  (10 - 20 of 82)
Darth_grave
Darth_grave

this game is awesome! a shame cant give it mods (ps3)

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OrangeNero
OrangeNero

Anyone got a clue how to get the nude patch enabled? FOMOD gives me an error message.

Reply Good karma Bad karma-4 votes
Guest
Guest

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Turkeys
Turkeys

Because he asked what your opinions on nude mods are, not how to fix an error installing them.

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adfjkndjklnhdfs
adfjkndjklnhdfs

who cares, you want nudity, go get a girlfriend, or at least get a life. Lol sorry but I hate nude mods, so stupid...

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tsfan
tsfan

same here
I don't really care about them

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Thaiauxn
Thaiauxn

I'm looking for a few talented Writers, Scriptwriters, Artists and Quest makers for Fallout 3: Project Brazil Moddb.com now ported to New Vegas.

We have a very through Development Bible and release plan, as well as a refined vision and tons of work already done. We aren't close to release yet, but after a few months of work from a small team, we can probably get the first two chapters ready and up for download!

Reply Good karma Bad karma+3 votes
DUBONTIME™
DUBONTIME™

i just bought this game

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Akalonor
Akalonor

Ave, True to Ceasar.

Reply Good karma Bad karma+1 vote
AUG_DUDE
AUG_DUDE

Strange, I can't recruit Lily as a companion...

Reply Good karma Bad karma+2 votes
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Fallout: New Vegas
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Bethesda Softworks
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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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Fallout Role Playing
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Fallout: New Vegas
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