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  (10 - 20 of 60)
pk_peachykeen
pk_peachykeen Jun 3 2010, 10:06pm says:

No, AoA 2 never even got past the discussion stage. AoA was canceled and some plans made for the second, but nothing happened.

Now, as for this project: I've been putting in a bit of work here and there, when I get the chance too. Nothing nearly as major as what I was doing, and I haven't made significant enough progress (in any obvious areas) to update this page. It's not dead, though, just back-burnered for the time being. I've also been taking very careful care of the resources so that nothing will happen to them and in the event I can't finish it, things will be prepared for a resource-only release or to be passed on. I have, however, put in a bit more work as of late. I can't promise one way or the other if I'll ever finish (I have a habit of wanting to do too much and never quite getting "done" ;) ) but I figured I'd post something here, just to let everyone know what's up.

+1 vote     reply to comment
Envy
Envy May 5 2010, 2:12pm says:

Thanks, Xargoth. I wonder what happened to AOA2? Never went past the concept stage, as far as I know.

-1 votes     reply to comment
Xargoth
Xargoth Apr 11 2010, 3:27pm says:

I never played DR1, but Dr2 was pretty good. I deleted AoA off my pc due to space issues, but dr2 really made AoA come alive. Hope this mod finishes out. Black Sun Studios has got a nice project on their hands.

+1 vote     reply to comment
rookie122
rookie122 Apr 11 2010, 4:06am says:

a polished game no doubt

+1 vote     reply to comment
Jules_xxx
Jules_xxx Apr 8 2010, 6:46am says:

@Rookie122, I heard that Nukeout just simply gave up on AOA. The sequel has been benched as well. Too bad - it had a lot of potential, both of them.

On the subject of Desert Region 2, it is linear and does not have that many missions to do in-between. I have played the beta version of the latest DLC (I have been given exclusive access by the dev) and it looks very promising, albeit a few more things that need to be polished and added in. But it is a small project - you know why? Have you ever played Desert Region 1? It is a glitchy mess and very unstable. There are doubling issues, missing items and I had 5 CTDs in an entire playthrough. It had a lot of potential but it was rushed. Envy does not want to make the same mistakes again, so that is why the mod size is considerably small. Would you rather have a huge game with lots of glitches or a small game which is polished?

+1 vote     reply to comment
rookie122
rookie122 Apr 5 2010, 10:20pm says:

Oh hell yeah, it would be a nice gift to the masses. One day all the great mods will come back to life. Rule 12, ashes of apocalypse, they hunger lost souls. One day! lol

+1 vote     reply to comment
Xargoth
Xargoth Apr 5 2010, 4:12pm says:

Aww, we don't need it. It's nice to have, like a gift, but we shouldn't demand like a kid in a candy store who wants to eat the display. It'd be nice to have though

+1 vote     reply to comment
rookie122
rookie122 Apr 5 2010, 4:45am says:

So many unfinished post-apocalyptic mods. All the world wants is one finished mod with a sound story good gameplay, and some tits lol. And then we all can play together in a happy world, sigh back to desert region 2...

+1 vote     reply to comment
Xargoth
Xargoth Apr 1 2010, 12:05pm says:

If you want a finished (sort of) apoco mod for morrowind, check out Desert Region 2 and Ashes of Apocalypse. A good time filler whilst we wait for this to finish.

+2 votes     reply to comment
CRACK_2
CRACK_2 Mar 29 2010, 7:33pm says:

Morrofallout?

haha good mod :D

+1 vote     reply to comment
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