Faced by a united piracy and hacking scene and an alliance of many major street gangs, the United States fought an open war on its own soil. As it was defeated again and again, nations who had been the traditional enemies of psuedo-freedom and democracy paid close attention to the world's only super-power being weakened. Finally, some of the more daring nations launched their own offensives. Unfortunately, the failing NATO alliance was catalyzed into action, and over the next few months what little remained off civilization was irradiated into rubble.

Almost fifty years later, in 2054, in a few small settlements have carved out niches in the new world. The largest settlements have joined together as the Confederacy, a just -- if somewhat corrupt -- government, and the people within their new borders are being registered as citizens in a slow, but sure, process.

One such soon-to-be citizen is being registered in the Blue River Settlement, about to leave the Town Hall. That citizen is you.

Rule 12 is built on the Morrowind engine, but some major mechanics are changed.
Dialogue is usually unique to one NPC, with very few lines being shared. Right now, over 80% of the dialogue is filtered to a single character, giving everyone their own personality.
All classes receive abilities (replacing spells), which can be learned and trained in, and allow special actions. Some actions ingame require minimum stats. Using MWSE and MGE, even more abilities, like sniping and real night-vision, will be merged into the game.
Inventory is limited both by weight of items and by limits on the number of each type, affected by stats (eg, a weak character can only carry one rifle and one pistol, a strong character could have two of each).
NPCs are also improved, with schedules and script-enhanced AI.
Certain objects emit radiation, which can be detected with a Giger counter, but damages the player depending on how much radiation, how many objects nearby, and time spent near radiation sources.

Note: Help welcome & wanted. Contact for details: pk_peachykeen (here), peachykeen (Rethan Manor MW site, UFRForums, Official TES Forums).

Unfortunately, due to attempts at realism, this mod isn't for the young'uns

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2 comments by pk_peachykeen on Aug 16th, 2009

Unfortunately for a time, I let the project slow down. I shouldn't have, and so, I'm not any more! :D

After shifting the project to my external hard-drive (giving me access from my better computer), I'll have far more time to work without booting up the old system this was on (which is now a Ubuntu server).

Plus, with new MGE features, I'll be customizing shaders for R12 even more. There will be tweaked versions of Smart DoF and trueBloom, as well as full atmospheric scripting. When I finish the code, I'll be adding true normal maps (and possibly parallax or height maps) to some of the important models.

Also, plans for the scope of the Base and main quest have both been pinned down and set in stone.

There will be a Base build, containing all resources and a number of quests, including the main quest. It will have the completed cities of Blue River Settlement, Oxide Oasis, and Copper Roads. The main quest will resolve around these cities and their dynamics.
A couple of other places will be added around, with more to come.

After the Base is completed, using the plugin-forgiveness of the Morrowind Code Patch, more cities and scripts will be released as a DLC/expansion system. Not only will this method allow a stable version to be released to players sooner, it will also allow more changes to the game-world, and faster work.

All in all, while R12 had dropped off, it's back in full swing now. I'll have screens up to prove it within the week, given no explosions or nuclear detonations around here. ;)

And in response to one comment:

keveen wrote:oh ok kewl do you have a projected tim as to when its finished?

Not at the moment. Using the old give yourself 3 times the estimate, I'd say in about 6 months. Hopefully far less.

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DX Quick Patch

DX Quick Patch

Dec 30, 2008 Patch 1 comment

Apparently certain installs have a missing DLL error. This patch (a self-extracting 7z) should fix that, if extracted into the base R12 directory. It...

Rule 12 - Patch 2

Rule 12 - Patch 2

Dec 15, 2008 Patch 0 comments

Updates Rule 12 to version 0.2c More clothes Blue River Settlement and Oxide Oasis almost finished Much more land built Copper Roads started IDs changed...

Rule 12 - v0.2b

Rule 12 - v0.2b

Sep 26, 2008 Patch 0 comments

Large patch for Rule 12 0.2a (Dev Build 2). Adds ~3 times more clothing than vanilla Morrowind contained, as well as a significantly more complete Oxide...

Rule 12: Dev Build 2

Rule 12: Dev Build 2

Sep 2, 2008 Full Version 1 comment

This is the second landmark build of R12. Full featurelist in readme. Brief: explorable BRS. Playable CharGen. Many resources.

Post comment Comments  (0 - 10 of 60)
Xargoth Apr 3 2012, 10:26am says:

As far as I know, PeachyKeen has gone to college and doesn't have a lot of time for this. I wouldn't call this necessarily dead... just postponed.

+1 vote     reply to comment
Jules_xxx Apr 13 2012, 8:03am replied:

That's good news! That it's postponed but not dead. I hope that we could use some of the resources posted in the screenshots like the custom shaders in our own mods.
And I also hope that you and Envy would contribute to this project, as it need be. Envy is hoping to end DR right after a trilogy and he's great at this modding stuff. I want as much stuff from him as possible, just in case i feel nostalgic several years down the line... :P

+1 vote     reply to comment
Envy Apr 13 2012, 7:56am replied:

I'm glad to hear some news at least. I'm sure in the summer holidays, this project may pick up again. Hopefully.

+1 vote     reply to comment
Envy Oct 31 2011, 5:16pm says:

Jules, let's talk realism, shall we? I can contribute to this project when needed but I don't have that much time as I used to. I plan several years ahead and I already thought out up to Desert Region 4 for Skyrim and my indie game around one generation ahead. Looking at the immense amount of marketing that I have to do for one iPhone game, I don't think I would be able to tackle this thing in its entirety. Maybe if I would work with Xargoth in that, that's another matter...

+1 vote     reply to comment
Jules_xxx Feb 17 2012, 10:57am replied:

Sorry to hear that. I've heard that you tried to email the dev but he won't reply? Too bad.

+1 vote     reply to comment
Jules_xxx Oct 31 2011, 4:17pm says:

Envy, sorry about negging you. My phone has a mind of its own :p

Say, no sign of Xargoth or Rookie! This project must be dead, eh? Envy, you're the only active member of Black Sun Studios and for sentimental reasons, it will give people hope that this project would live on. If the project has to go on, you will be the best guy for the job Envy.

+1 vote     reply to comment
Envy Apr 25 2011, 4:09pm says:

Looks like I'll have to go back to DR2 if I want an FPS experience on the Morrowind game engine...

+1 vote     reply to comment
Envy Dec 19 2010, 7:08am says:

Looks like the project is on hiatus at the moment. :(

+1 vote     reply to comment
keveen Apr 12 2011, 7:32pm replied:

This project looked so promisng :(

+1 vote     reply to comment
keveen Aug 23 2010, 8:29pm says:

What happened? Has this mod died?

+1 vote     reply to comment
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