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  (30 - 40 of 60)
Jazzbyte123 Dec 21 2008 says:

This is good, very exciting stuff. Watching it and cant wait! :)

+1 vote     reply to comment
spiritwind51 Dec 14 2008 says:

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.

+1 vote     reply to comment
pk_peachykeen Creator
pk_peachykeen Dec 14 2008 replied:

Thanks. PMed you.

+1 vote   reply to comment
spiritwind51 Dec 14 2008 says:

Awesome, Can't wait to see what you come up with XD.

+1 vote     reply to comment
neronix17 Dec 13 2008 says:

wow, is this just someone trying to make an Ashes of Apocalypse addon or carry it on?

+1 vote     reply to comment
pk_peachykeen Creator
pk_peachykeen Dec 14 2008 replied:

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.

+1 vote   reply to comment
neronix17 Aug 24 2009 replied:

Still just looks like someone wants to finish what AOA was. You should probably mention this in the description.

+1 vote     reply to comment
pk_peachykeen Creator
pk_peachykeen Sep 23 2008 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 Sep 21 2008 says:

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

+1 vote     reply to comment
Bludger1 Sep 17 2008 says:

nice, this is coming along good.

+1 vote     reply to comment
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