This mod is a complete overhaul of FOT. Aimed at revising the single player camp. of FOT, to make the game more non-linear and to give the player more choice. This mod is a weapons bonanza, as all of the weapons (one version) from Fallout, and Fallout: 2 will be added. Not including all of the new firearms that the team has already added into the game. The original missions are being modded to allow the player a few different ways to finish the a mission. Every item/weapon/armor is being re-balanced to make each one distinct. Even the sounds are left unchanged as each weapon, will have a distinct set of sounds instead of them all using the same default sounds. The special encounters are being overhauled to make then more useful (particularly the ones without a point). Commodities will reflect in value i.e. a military ration pack will be worth a nice chunk of change. Atmosphere is the key and that is what this mod strives for.

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FOT:R Status Report

News 5 comments

Per the usual here are the newest weapons.

Final Pistol SpritesSMG Sprites
These are all of the existing pistols and most of SMGs from the original game.
In order by row (left to right) they are:

  1. Colt Python, S&W Model 29, Calico Liberty 100, HK MP5
  2. Sig P220, Beretta 92FS, Sten MKIIS, Thompson M1928A1
  3. Colt M1911A1, Browning HP, Walter MPL, MP38
  4. IMI Desert Eagle XIX, Mauser C96, FN P90, Skorpion Vz.61
  5. Calico M950, "Grenade Pistol", IMI UZI, Steyr Aug 9mm

I'd like to point out a couple of creative changes:

  • Casull Revolver has been changed to a Colt Python,
  • Sten had been suppressed,
  • MP5SD has been switched to the un-suppressed MP5A3
  • Tommy Gun changed to a Thompson M1928A1 (Tommy Gun will be an upgrade)
  • Steyr AUG has been changed to a 9mm SMG version
  • M79 GL, and Ruger AC556F are no-longer classified as SMGs

An important note: Unlike previous news posts, were the weapons images were just renders,
these images actually how the weapons look in-game. From now on most of the weapons will be presented as in-game shots rather than renders.

A quick sneak peek at the next group of sprites:
Sneak-Peek

Now for a status update, the work on the demo is progressing well. Most of the weapon sprites re-dos are already completed. I just have the rifles and a couple of misc. sprites here and there to finish. I've also started re-balancing and editing the weapons descriptions, so all in all progress is getting made.

Here is where we stand on progress toward the release of the demo:

  • Pistol Sprites 100%
  • SMG Sprites 95%
  • Rifle Sprites 65%
  • Re balance of weapons 25%
  • New weapon sounds 5%

Alright that is all for this week. I have finals next week so things might be a little quiet on my end. Best of luck to anyone else taking finals next week. As always, feel free to contact me if you have any feedback or questions. I'm always willing to listen.

Back from the Beyond

Back from the Beyond

News 9 comments

Discusses were the mod is headed and where we've been. Also highlights a new GUI, two ingame weapons and a new character sprite.

FOT:R Update

FOT:R Update

News 5 comments

Update includes new weapons, a new modteam logo (WIP), a demo of the new rocket launchers, a mapping update for mission 1 and a discussion about the demo...

FOT:R Media Update

FOT:R Media Update

News 2 comments

The update includes new weapons, an introduction of a new mod-team member and a video of the silenced weapons in-action.

FOT:R Status Update

FOT:R Status Update

News 3 comments

The long-overdue update includes new weapons, a special group of upgraded weapons, a demo of working claymore mines, a new song for the mod, and a status...

Post comment Comments  (210 - 215 of 215)
GunFox
GunFox - - 19 comments

Wow, I love Fallout tactics, this looks like it could breathe life back into a fantastic old game.

In terms of suggestions, I'd say track down more short stroke gas piston type long guns (one of the two sources of the AK-47's extreme durability), as, if anything, those would survive the wastes the best.

I've not played in many years, and don't recall the weapons in game already, so if I'm being redundant here, forgive me, but here is a list off the top of my head which use it:

Robinson Arms XCR:
En.wikipedia.org

H&K 416:
En.wikipedia.org
(And the G36, but you already have that)

FN FAL:
En.wikipedia.org

M14:
En.wikipedia.org

RPK Light MG:
En.wikipedia.org

AKM:
En.wikipedia.org

AK-74:
En.wikipedia.org

Pretty much anything from the AK100 series:
En.wikipedia.org

AN-94
En.wikipedia.org

These are totally just some suggestions if you were stuck on something to add weapon-wise. Use them or don't, I don't mind either way. :-)

Looking forward to seeing this.

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VengeFulSniper Creator
VengeFulSniper - - 259 comments

Thanks for the suggestions. The weapons list at this point is still not 100% nailed down, so the suggestions are excellent and just what I'm looking for.

I an going to attempt to post news on Friday of every week or at the very least every two weeks, to keep the community updated. In between the major news posts, I'll probably make small updates on the weapons, sounds and maps.

Thanks,

VengeFul Sniper

Reply Good karma+2 votes
VengeFulSniper Creator
VengeFulSniper - - 259 comments

FYI: It's going to be awhile before the next update as I had to mail off my modding pc (screen problems). If I can find another pc to setup on it won't be quite as long between updates

Please post any thought or ideas you may have as we are looking for feedback as to what the players want in the mod.

Reply Good karma+1 vote
VengeFulSniper Creator
VengeFulSniper - - 259 comments

1. Non-mission or non-special encounters could only be added as a bunker (I think), though I am currently planing a light objective neutral mission with a very low enemy count.

2. On the subject of vehicles I was considering adding a road area to some of existing missions to better allow for vehicles. I would be worried about the way that would effect the balance of the missions though.

After the team finishes mapping the first mission I plan to release a demo of the mod (first mission as standalone map). Stay tuned for a major update within a week or two.

The team is also looking for anyone with the following:
1. FO:T Mapping Experience or Modding Experience
2. Sound techs

Thanks,

VengeFul Sniper

Reply Good karma+2 votes
TheUnit
TheUnit - - 29 comments

Of course I have some suggestions:

Would it be possible to add some neutral non-mission and non-special-encounter locations
like a town or the special encounter "bazaar day" or like some towns from Fallout 2.
Maybe they could be enabled after the missions or trough the dialogue-sys?
It could also be a mission where you have to investigate a town because of High-Tec-Equipments
in a underground vault.
Its something like one of the missions which is already ingame.

You know the tank in this reaver-mission?
The first time i did'nt even recognize this piece of scrap and for me it was really
useless in the game and this mission at all except for hauling away all the equipment i found in the mission. :)
I didnt even shoot with the turret as i remember.
I thaught of a vehicle related mission like the one with the APC or the hummvee.

The others were more or less useless in their missions. hmpf
Or may it possible to change the misson that i can bring at least one vehicle to a mission
with additional exit-areas for the car or is that against the balance?
As you know the cars have unlimited inventory(like a black hole). :)

H.A.N.D.

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