I make mods.
A little bug I had to sort out regarding the developer field. Sorry about the confusion.
Thats a cool idea, I have to decide if I want to mod Fallout 4 or go back to Fallout 3. I'm torn as Fallout 4 is okay, but not what I expected.
Hahaha I'll always take being compared to Far Cry as a complement, even if it's not very similar in gameplay :)
On the difficulty thing: while I am the dev and there is that effect you mentioned (your own game is too easy and boring), the game is also meant to discourage running and gunning. I mostly did it for the sake of keeping the video interesting. For example, on the entire 21 square kilometers there are only about 30 hostile NPCs. You're supposed to attack only with superior firepower or tactics. As in real life going head on against 3 armed men defending an area would be suicide. For example, if I was smart, I would have gone in at night and killed some in their sleep under the cover of darkness. Or I would have thrown my smoke grenade properly and used it to cover my flank facing the water. Getting a kill in the game is supposed to be impressive, successfully taking out a small camp is supposed to be extremely impressive and feel like an achievement, unlike most single-player games. This is part of why I think people are turning to multiplayer games more now, as in those you are actually challenging, where as too many modern SP games seem to aim at giving players quick gratification rather than a challenge. It's also possible I may set up a "difficulty" setting that allows arcade or realistic mode. Also enemies do NOT respawn, so once you clear a camp, it's clear for good. That's another reason why I don't want it to be too easy with only 30 or so enemies in the entire world.
The gun anims (and most animations) are placeholder as of now. The game is just a beta at this point, and I cannot yet afford the time or money to fix the animations. Keep in mind the level of complexity as there is actually a full body rendered for the player, to the point where you can even see bullet wounds on your body. Ideally I want to mocap a real person holding real guns to get my final animation set for the player. But this does cost big bucks.
As for the engine, I too was impressed when I used Unreal Engine 4. So impressed in fact that I left CryEngine after 2.5 years of work, losing all my progress on the project. I the end, it was worth it. UE4 is so much better and it is supported by a great company, unlike CE3. Even if it delayed me over a year, the game is much better for it. UE4 really had some great tools, with level streaming you can make a theoretically unlimited world size.
Anyhow, sorry for the novel, thanks for the comments!
You mean the tan camo texture mod? It was on Quake 4 files, but that was a decade ago. Not sure if the site even exists anymore. I don't have any mods but mine installed on my current Quake 4 build, sorry.
I'm a bit late to the reply, but I'm not sure what was up with the post processing effects or view distance. They seem to vary from PC to PC, which is weird. I'm now focused on the sequel which is built in Unreal Engine 4 (much more stable and predictable than CryEngine), and it made adding a view distance slider in very easy, so rest assured it won't be a problem in the sequel.
Thanks for the kind words man. I think I'm gonna go back to it and finish it off once my game I'm working on is done. Gotta pay the bills first and wrap up that project, then I'll hop back in and finish V11. I want to do another playthrough of Fallout 3 sometime in the future.
Yes a little bit, but I'm also working on Fallout 4 and another big project, so it may be a while.
Wow, could it be a Crysis mod with similar gameplay, but none of the annoying cheesy alien crap? Love it, can't wait to play!
Thanks for including my mod in there, quite the honor! Cheers to 2 decades of Quake goodness.
Send me a PM and I'll shoot you a link to my email address so I can send that file along for you. Just so you know, the initial release of the game will only support x64 although 32 bit support is planned down the road.
Do you guys still want a V11? I assumed everyone had moved to Fallout 4?
Will do, thanks :)
Thanks, it's changed a LOT since that build, Unreal Engine 4 has let me do a lot of crazy things. There is a possible beta build coming soon, although I may do early access, still have to see how it goes.
Looks incredible, great work!
There should be an executable for each type of game. Use 64 bit if you have a 64 bit OS, or 32 bit if you're running a 32 bit OS.
I like a lot of these ideas, especially a more complex healing system was something I always wanted in FO3 Reborn. I will for sure take the suggestions into account when it comes time to mod Fallout 4.
Yeah, I've heard this about FO4, I have yet to play it, but when I get around to it, expect the mod to be similar to FO3 Reborn, including the RPG features.
That's a good idea, if I could find a way to differentiate them from conventional projectile weapons they'd be worth keeping.
Power armor is in the later versions of F3R, but just really rare. It'll be in Fallout 4, but it's gonna actually need power as the name suggests. It'll be similar to the nanosuit in Crysis, but less extreme. The player will be able to direct power to enhance strength, armor, or speed. I'll have to play Fallout 4 to see what would be a good power source, but it'll have to be valuable enough to make using the armor a luxury.
You never know, things could turn around in your favor, and more people could post agreeing with you!
Quite likely it'll be your desired way for the first few releases (similar to FO3 Reborn), then later on I'll work on replacing the vanilla weapons. The first priority is of course gameplay.
As for compatibility, there's not much big mods like Reborn can do, when you're touching TENS of thousands of files in the GECK, it's quite unlikely it'll play well with a large mod such as FWE, especially when said mod does many things similar to Reborn. Big mods like MMM work to an extent, they aren't guaranteed to work by any shot, but they should in theory.
V11 is on hold, probably forever, but I have a spinoff of it that incorporates features and art from New Vegas. It's a whole new world, though. Currently, it's progressing slowly, but I hope to get time to work on it more soon.
No problem, thanks for posting ;)
Okay, thanks man!
No, currently there is no weapon modding system as in New Vegas. You have to find the weapons with the attachment setup you desire. For Fallout 4 Reborn, there will be this feature.
Kinda odd how you're commenting on a mod for Fallout 3 if you dislike it so much.
Glad you enjoyed Reborn for Fallout 3, and thanks for the input on the real-life weapons!
Thanks man, any input on whether you prefer realistic weapons or the original canon ones?
Yeah, the anchorage sim is a little glitchy, make sure you have this patch applied before entering vault 112.
Any small handheld firearm is classified as a "small gun". Larger weapons such as LMGs (SAW M249, Sniper Rifles, etc) are big guns. Explosives covers things like the RPG7, or anything going boom.
It's a big mod and there are a lot of requirements. It can't be simplified, as the mods listed as requirements do NOT allow merging with other mods, and I respect their requests. If you're too lazy to take the 30-60 minutes (not 6 hours) to install, then I guess you just can't play it. I spent 700 hours making it (and other authors spent many hours on their work too), so I think you can spend an hour installing it, sorry if I sound grumpy.
Remove the human model assets from the data folder and it should revert.
It's a feature, the HUD is disabled in V10.