DX Quick Patch
Dec 30, 2008 Patch 1 commentApparently certain installs have a missing DLL error. This patch (a self-extracting 7z) should fix that, if extracted into the base R12 directory. It...
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
0 comments by pk_peachykeen on Dec 3rd, 2008 digg this super bookmark
During the period since the last news post, there have been a huge number of changes to Rule 12.
-All IDs are being moved to easy-to-read, descriptive names (almost 70% done)
-Scripts are being optimized, rewritten, and merged (almost done)
-NPCs are having more dialogue added (custom lines for all named NPCs)
-Player-side dialogue (ever wanted to walk up to a character and say 'f*ck you'? Now you can, with a reaction)
-Quests written (custom quest for Keeler, plus two other quests, are in a playable state)
-Various classes and class-based dialogue added (all NPC classes to make characters more unique)
-Scheduling has been started in cities
-All cities and important areas have been mapped out
-The landscape surrounding Blue River, Oxide Oasis, and Silas Crossing has been formed and beautified
-Some retexturing
-Detail work added to cities (waste dump in OO, wall and barricade around OO, park in BRS)
-Horrible resolution old buggy updated with NukeouT's Ashes of Apocalypse buggy (hummer in progress for other areas)
-Fast-travel system implemented between Blue River, Silas Crossing, and Oxide Oasis
-Rentable (monthly) rooms in Blue River Apartments
-Apartment buildings built, decorated, and furnished in BRS and OO (4 apartments in BRS, 3 in OO)
-Companion rewritten to some extent
-Random encounters while using fast travel
-NPC load door system in progress (allows NPCs to move between cells Oblivion/Fallout 3 style)
-Miscellaneous places built (cemetary near BRS, island near OO; both with small amounts of loot)
-Clothing supply expanded, organized, and given slightly more descriptive names (eg "Boots - Black Leather" and "Dress - Red & Black")
Unfortunately, we're having a few website problems. The site is currently down. I'm working on rebuilding it, on an offline system, and will upload that as soon as possible. Until then, this will serve as the only R12 resource online (although the splash page for the new site is worth looking at).
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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...
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,...
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...
This is the second landmark build of R12. Full featurelist in readme. Brief: explorable BRS. Playable CharGen. Many resources.
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Does anybody know about when this mod will be completed?
or if it already is?
Hello there,
Just wondering would there be any place on this mod for an original composer?
I could do an entire soundtrack to suit the game.
Thanks,
Gilleece.
Apologies for the slow reply... Been hard at developing all sorts of nonsense.
Sent a PM with more details about all this.
Glad to see this is still going. :)
I could give you some meshes I made, if you're interested.
Indeed I would be. PMed you for info.
This is good, very exciting stuff. Watching it and cant wait! :)
One more thing *sorry for double comment* But perhaps you would possibly like to share some material between mods, Im a modder with Mount and Blade and we are making a fallout mod, if your interested send me a pm.
Moddb.com
Thanks. PMed you.
Awesome, Can't wait to see what you come up with XD.
This is not an AoA-addon, it's a seperate project. As for carrying it on, I'm using a lot of our resources from that project, but a few new ones, too. So it's something of an inspired-by, I suppose.