New Name Same Great Taste

This is a Mod for the PC Version of Fallout: New Vegas.

It adds an all new campaign selected from the New Game tab on your Main Menu.

This mod only requires a copy of New Vegas, right out of the box*.


1.INTRODUCTION


- Careful Attention to Detail in 2 Unique Paths Full of SPECIAL Choices -



- Vast Fallout Lore-Inspired Story to Explore and Experience with Rich Characters & Quests-



This is a near Total Conversion for Fallout: New Vegas. Fallout: Project Brazil adds an all new story around a new player character, an adopted resident of Vault 18. You'll discover a pitched battle between the Survivalist Raiders, the New California Republic, and The Super Mutants, which shapes the politics and events leading to the NCR's invasion of the Mojave. The story takes place in 2260 - many years before the "Courier" awakes in New Vegas, while the Enclave struggles to rise again on the West Coast.

The Mod branches off from New Vegas right from the New Game menu. The full campaign will contain 16 Main Quests and several side stories, all related to the player's journey through Vault 18 and the wasteland of San Bernardino. Their choices at each stage will shape the next, creating 2 plathroughs worth of unique content.

The download of the First Installment comes with a custom installer package containing a few optional add-ons for your game, like the SGhi.info REVELATION Interface, and DLC compatibility patches.

The game features several hours of new exploration and game play, with each branch of the story telling a new tale for repeat playthroughs.

2. Features


An Alternate Start in Vault 18 with a New Player Character and Main Quest.
A New Intro Video to really give it that "New Game"feeling.
An Ornate Main Quest Line with Compelling Side Quests rich in Fallout & Character Lore.
Hours of Voice Acting recorded at pro-quality in Radian-Helix Media's Tucson, Az Studio.
A Very Large Worldspace in California - The Black Bear Mountain National Forest.
An Epic War between The Super Mutants, The Survivalist Raiders, and The New California Republic.
A Pirate Radio Station DETH 981 with 2 New DJs and Quest + Crafting + Perk Unlocking Segments.
A News Radio Station called NCRPR - New California Republic Radio - with quest updates in the News.
5 Potential Human Companions and 2 Robot Companions available depending on player choices.



3.Installation

Step1
Download the latest version of the First Instalment.

Step2
Use Fallout Mod Manager or Nexus mod Manager to open the 7zip file. Or manually install.
Make sure you have installed the game to the correct directory where New Vegas is installed.
Make sure your installer is Run As Administrator.
If you have DLC installed, also install the F:PB DLC Control Plugin in your options.

Step3
Using your favourite Mod Manager, apply Archive Invalidation.

Step4
Check ProjectBrazil.esm in your DATA tab on the Launcher, or your Mod Manager.
Also check F:PB DLC Control Plugin.esp if you have DLC installed.

Step5
Play. Comment. Rate. Vote for Mod of the Year 2013. ;)

4.Team - Cast & crew

Click Here To View the f:PB Cast And Crew List


Links to our Friends, Articles, and Heroes:
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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

News 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

News 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

News 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]!

News 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.

RSS Files
ARCHIEVED -  1.3.1 - DO NOT PLAY

ARCHIEVED - 1.3.1 - DO NOT PLAY

Full Version 33 comments

DO NOT PLAY THIS. IT IS THE OLD VERSION OF THE MOD. WAIT FOR THE RE-RELEASE UNLESS YOU ARE PLAYING FOR NOSTALGIA OR TO WASTE TIME WAITING FOR RE-RELEASE.

ARCHIVED - FALLOUT PROJECT BRAZIL BETA 1 2 0 FULL

ARCHIVED - FALLOUT PROJECT BRAZIL BETA 1 2 0 FULL

Full Version 13 comments

FALLOUT PROJECT BRAZIL BETA 1 2 0 FULL is the only file a first time user will need. Use a Mod Manager.

ARCHIVED - FALLOUT PROJECT BRAZIL BETA 1 2 0 PATCH

ARCHIVED - FALLOUT PROJECT BRAZIL BETA 1 2 0 PATCH

Patch 1 comment

FALLOUT PROJECT BRAZIL BETA 1 2 0 PATCH - Fixes many bugs, refines some dialogues, avoid common crashes, optimizes a few areas, and updates quests.

ARCHIVED - 1.1.0 PATCH

ARCHIVED - 1.1.0 PATCH

Patch 9 comments

This is the tiny patch to the 101 or 100 version, if you downloaded in the first 4 days.

ARCHIVED - 1.1.0 FULL

ARCHIVED - 1.1.0 FULL

Full Version 16 comments

No updates required. This is the full version for first time users. If you haave 1.0.0 or 1.0.1, get the 1.1.0 Patch which will be out shortly if it isn't...

ARCHIVED - 1.0.1 PATCH

ARCHIVED - 1.0.1 PATCH

Patch 6 comments

OLD - ARCHIVED, use 1.1.0 to update. Terrified of <spare> squirrels and want Robot Robin Williams to pop a bazooka up their tiny furry asses? Project...

Comments  (0 - 10 of 1,025)
CapitãoBR
CapitãoBR

Hello, first of all I would like to wish you guys good luck with the work in the mod and thank you guys for translating it to portuguese.
Also, I have a question. How many hours of gameplay do you guys think that it will add to the gameplay?

Reply Good karma Bad karma+2 votes
Thaiauxn CreatorSubscriber
Thaiauxn

There are so many branches and combinations it's hard to say for sure til it's fully playtested. But each core plythrough is between 8 and 16 hours depending on how you drag your feet as a completionist or in a rush to get somewhere. And there are 5 major branches with dozens of smaller branches, each of which really remix things you probably thought were linear on your first run because they were so subtle.

Reply Good karma+1 vote
Guest
Guest

i cant wait to play it it looks amazing, the 2013 beta was great but this video etc. looks great. But take your time and relax enough, we dont want that you guys overwork you so much^^

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halodudecool
halodudecool

omg so far looks good im really excited about this mod keep it up i already voted for you guys :D

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Guest
Guest

Hey guys, just wondering if the mod comes with ENB inbuilt or whether you just added it for the pics? Just need to know if I can run it off of my potato. Thanks! Mod looks awesome!

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Thaiauxn CreatorSubscriber
Thaiauxn

You'll be able to run it with or without ENB. I designed it for both.

Reply Good karma+1 vote
EbonKnight
EbonKnight

How the hell are graphics THAT good? You guys are WIZARDS!

Reply Good karma Bad karma+1 vote
Thaiauxn CreatorSubscriber
Thaiauxn

Same as New Vegas with an ENB on it. The rest is just nice textures and asset placement to dress the scene. I think we do have a better command of the colour pallets than the original art team did, however. But we've also had more time and didn't need a greybox phase. That tends to change the even playing field a bit.

Reply Good karma+2 votes
EbonKnight
EbonKnight

Makes sense. Either way, phenomenal job man.

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hoasd1
hoasd1

where the newest file i only see the other files are 2013 where the file for 2017?

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Badusername2000
Badusername2000

The game isn't released yet, he's not gonna put the files up until he feels they are done enough.

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Highest Rated (11 agree) 9/10

Project Brazil has to be one of the most hopeful mods ever. If it were to be picked up by ZeniMax, and offered as a DLC - I would pay for it tenfold. This is honestly one the best mods I have ever played, with an amazing storyline and astounding voice acting, very professionally-done. The new Enclave "Patriot" uniforms are amazing, and despite my personal enmity against America, I wear one often. I guess I can coldly state "I wear this as a big fuck-you." Even in its current state, this is incredibly…

Jun 5 2013 by TB-755

Style
Genre
Role Playing
Theme
War
Players
Single Player
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