Hit the breaks on that download boys and girls - the Fallout Project Brazil 1.3.1 version is out - fixes a pretty significant flaw in the Project Nevada...
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, embarking on a quest to a hidden complex in the ruins of Los Angeles. Along the way you'll discover a pitched battle between the Survivalist Army, 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 game will be released in chapters, with the first release containing 3 parts. 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.
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.
[This mod has nothing to do with the country of Brazil. No, seriously, it's not The Country of Brazil. I swear. Project Brazil is a working title. The artistic form and story themes are heavily influenced by the Monty Python veteran Terry Gilliam, and the classic 1985 film "Brazil." It's also a throw back to Black Isle Studios, if you're into Irish Myth. You can read more about us on our fan-run Wikipedia Article. How cool is that?]
Download the latest version of the First Installment.
Install Fallout: Project Brazil using the BETA 1 Installer Package.exe
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.
Using your favorite Mod Manager, apply Archive Invalidation.
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.
Play. Comment. Rate. Vote for Mod of the Year 2013. ;)
As we reported last time, the 1.3.0 Patch delivers a 14 Page Changelog, which you'll find in the zip. We'll go over a few more notes detailed here, then show off some pictures. AND, we have a 1.3.1 Patch coming out ASAP to fix our Project Nevada Patch, which in 130 is causing a startup crash.
I'm currently away from my main PC Rig for several days, so I'm back on my trusty laptop which built most of F:PB over the first year. This machine isn't very powerful at all - it can't even run Fallout New Vegas at 1080x1920 - so these screenshots are the bare bones of what we have to offer our lowest end pc users. They still look pretty spiffy while running at 60fps! A rig that actually follows recommended hardware should look and run flawless.
The biggest difference here will be Marco's weather, which we went over in our methodology post a few months ago, and new hi-res textures, which we'll show off here. While the skies will still not change depending on regions yet, we did overhaul the wasteland so that the terrain is always hi-res, the flora is now that of San Bernardino, and the overall look of the worldspace is more akin to what you find in Southern California + some postnuclear adjustment.
If you played F:PB when it first came out, then you know what to expect story wise from this update. We haven't implemented any 2nd Installment quests, but we have rebalanced what was there based on user feedback. The Nerd path has more perks to match those of the Athlete, female player dialog is more obviously for the female, and the terminals have been totally rewritten and expanded. You'll find more ways to accomplish the same tasks in this update too, especially if you play as the Nerd.
Now, lets look at our texture updates in detail to dispel some of the mystery behind why we chose to make the changes we did. I've basically been off the team as a full-timer since release last May, since I've had a ton of real life work to occupy every waking hour of my life, but Marco has done an excellent job on these textures. We conferenced back and fourth a few times and came up with a lot of great inspirations.
Marco lives in Finland, and I am in Arizona, so together with our parallel photography skills, we were able to glean real-life photos mixed with hand painted textures to capture an accurate view of California's environment. The constraints of the GECK hold us back a lot - the consumer version has a broken Region editor that the Pro version doesn't have to work around - so adjusting regions also destroys our navmesh and drives Freddie insane. We did what we could without disturbing any mesh placement, and I'm proud of the results!
This nasty crap is called "Buffelgrass," and while it doesn't scream Freddie Kruger or Pyramid Head, it's a nightmare. Fallout has always had a huge vein of Lore based on mankind messing up the planet with good intentions or neglect, and Buffel Grass is exactly that in real life. Brought from Kenya in the early 1900s, it was planted in Texas to try to combat the insane soil erosion that was causing the Dust Bowl, planted everywhere, then forgotten about.
Until the late 80s, the Department of Agriculture Soil Conservation Service just forgot about the stuff... until it started burning a million acres of land to ashes every year.
You see, the grass is virulent as all hell, and for 90% of the year, it's dry and dead, because it turns out that fire is part of it's reproductive cycle. After it spread across the Southern United States, it's mostly taken root in Southern Arizona (my adopted land,) and parts of the Mojave. It's been reported a few times in F: PB's region, San Berardino's Cajon Pass, but because California's government isn't completely made of dimwits like our Arizona Legislature, they've been fighting it by throwing professionals at the infestation.
In our Fallout level design lore, the California legislature takes Arizona's stance on the issue, and the grass goes native. They sold vast tracks of land to private corporations and the military, which ignored the issue. Among piles of waste from Athens-Tec Uranium Mine, you'll find it all over the Wasteland, choking out native life and leaving vast seas of the stuff virtually everywhere except the dunes and mountains. If I were in charge of Fallout 4, I'd have it on CryEngine, so we could start epic wildfires raging across the land when Raiders toss Molotovs at you, like in Farcry 3. That would be excellent.
The California Poppy also shows up here and there in the lowland hills and valleys. Marco darkened the texture to make it better blend into the dead grass and sage. It's the iconic flower of the SoCal region, so having a few here and there helps sell the location. Normally they'd be so thick you can't see the ground beneath them, but here we decided to tone it down. Fallout is serious business, after all. We should have made them glow nuclear orange and have whole fields of it luminescence in the dark desert night.
California Sagebrush dominates the Mojave. You'll find it everywhere, along with Desert Broom and similar looking pale blue to pale green plants that all kindof look alike until you get up close. We should have made the plant itself much larger, like, the size of your player character, but that wouldn't work well with random placement and shader-based rendering that Fallout's Gambryo engine uses. Instead we have a smaller but very thick coating of it across the valley. Sometimes it will be green, sometimes brown.
Finally, we decided to update the Rocks in our Worldspace to better reflect the colours and aesthetics of the region. In this video you can explore some of the sights, as well as some of the reflections on the land from the website's author.
If I were to build the wasteland again - which I'm not, I'm done - it would be with all original 3D assets that look very close to these extremely wind smoothed and rolling surfaces. I'd use tiling textures to cover the mesh, and assign vertex texture noise to add variation. One day in the near future, I'd like to do a portfolio piece where I'll model these rocks and build a similar heightmap, probably for CryEngine. It's at the end of a long list of other plans, however it will be up on Polycount eventually along with a few tutorials for Mudbox users.
The New Hi-Res Landscape Textures are available in our downloads section. They contain the 2048 and 4096 textures for the grass and terrain, letting you pick what is best for your system requirements. We wanted to keep the file size low, since F: PB is starting to resemble downloading an entire Game DVD at 1.27GB. The 2nd Installment I'll allow 2.0GB for all the voice acting, which we're currently looking at being 2x as many lines as the First Installment.
The 1.3.1 Pach will fix several issues Marco and users Korassu pointed out. Rick is rebuilding the Project Nevada patch so it won't cause hangs, I'm patching some holes in the level design tonight, and a couple typos in the old Wasteland Scout Scouting Reports. Comeon, they're some guy's reports, there's bound to be a few typos. It's for the immersion. :p
The Patch should just be a low weight 100KB file, just drag and drop the ESM file into your DATA folder. It'll be out as soon as we can manage between day jobs.
You can read 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.
New Vegas Nexus
FALLOUT PROJECT BRAZIL BETA 1 2 0 PATCH - Fixes many bugs, refines some dialogues, avoid common crashes, optimizes a few areas, and updates quests.
Highest Rated (8 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, 12:16am by Shōsa_Kiro