The United States, forced into a global-peacekeeping role in late 2008, attempted to continue its "War on Piracy" and "War on Terror", despite major issues quickly spreading throughout Eurasia. Eventually a coalition of underground hackers declared their own war on the US government, nearly simultaneously with a government offensive towards gang activity.
Faced by a united piracy and hacking scene and an alliance of many major street gangs, both of which had declared open war, the United States suffered many embarassing defeats on its own soil.
As the rest of the world began to see the only super-power being weakened, 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.

 

Six years later, in a few small settlements spread out through the US have carved out niches in the new world. The largest settlements along the East Coast have joined together as the Confederacy, a just if somewhat corrupt collection, 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. All classes receive abilities (replacing spells), which can be learned and trained in, and allow special actions. Some actions ingame require minimum stats. Eventually (hopefully), an optional MWSE/MGE addon will allow even more abilities, like sniping and real night-vision. 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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ConCen Scale (v1) ConCen Layout Oxide Oasis
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0 comments by pk_peachykeen on Sep 21st, 2008 digg this super bookmark


In the past few days, I've built and opened a new site for Rule 12 (and Black Sun Studios). It has everything I've thought would be needed so far (image gallery, downloads, docs), and hopefully will become a useful resource for the project and team. The address is:
Blacksunstudios.co.nr

Anyone and everyone is welcome to discuss or comment, download or view.
There are a few custom edits to the modules, and overall it should be a functional site.

In other news, the Oxide Oasis city for Rule 12 is nearing release, with some small changes to Blue River. With new permissions, more clothing from Better Clothes and possibly a large number of models from the 'Duke City' project will be merged in a future patch.

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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 02, 2008 Full Version 0 comments

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

Comments  (0 - 10 of 23)
pk_peachykeen
pk_peachykeen Sep 23 2008, 3:16pm says:

lol, there are lights, they just aren't apparent in some of the screens.
If you look at the third screen on the main page right now, there's a lightpole, and the building has some greenish faces. At night those will be much brighter and the light will illuminate an area.

All lights are scripted to simulate turning off during one half of the day (external are on during the night, interior during the day usually), and most interior cells have ambient light set to almost nothing, so light is provided only by placed lightsources.
The exteriors that have been shot so far are desert, so the light is left mostly alone for a harsh, bright effect.

+1 vote     reply to comment
Ashkandi
Ashkandi Sep 21 2008, 2:48pm says: Online

The idea is very good, but no lights on the maps or what?

+1 vote     reply to comment
Bludger1
Bludger1 Sep 17 2008, 2:51am says:

nice, this is coming along good.

+1 vote     reply to comment
OMG!72
OMG!72 Jun 23 2008, 3:24pm says:

The demo's pretty cool, is there any way around how the guns work like crossbows? That's what i think really needs some more fine tuning for the final product.

+1 vote     reply to comment
pk_peachykeen
pk_peachykeen Jun 27 2008, 10:30am replied:

A burst-fire system is in progress, which will make them less like crossbows, and if I can figure out how to splice animations with the new tools, normal pistol and rifle fire animations will be placed in. As is, they work less like crossbows due to the requirements for certain ammo types, and the clip sizes/reload times are in progress.

+1 vote     reply to comment
Jakebitezz
Jakebitezz Jul 20 2008, 11:42am replied:

Glad to hear you're working on this! Still looking forward to it!

+1 vote     reply to comment
Jakebitezz
Jakebitezz Jun 12 2008, 3:47am says:

This looks really great :] Good luck with it

+1 vote     reply to comment
TheMotherBrain
TheMotherBrain May 25 2008, 11:28pm says:

This looks really good. Make sure you finish it for me!

+1 vote     reply to comment
pk_peachykeen
pk_peachykeen Apr 29 2008, 4:35pm replied:

Yeh, but the thing is, despite the similarities, there'll be definite differences between this and FO3. Sure, there are only so many routes you can take to nukewar, and only a few ways to survive, but after that there are just so many different ways you can go. There'll be some differences, hopefully enough to make them both worth playing in a majority of people's opinions.

+1 vote     reply to comment
alessandro_salazar
alessandro_salazar May 17 2008, 1:18am replied:

Isn't FO3 going to 3rd person.

Either way, there will still be people willing to stick around for this mod.

+1 vote     reply to comment
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