Fallout: New California adds an all new story around a new player character, an adopted resident of Vault 18, embarking on a journey through the wastelands of the New California Republic's Cajon Pass. An unofficial prequel to New Vegas, FPB adds hours of new gameplay and a fully voiced stand alone campaign.

Post news Report RSS [Fallout: New California] State of the Mod for February 2018

So it turns out February has 28 days, not 30, like I'd planned. :p But, here is the update regardless!

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New Name Same Great Taste

Another month down in the endless march towards release! We have spent the last 2 months fixing bugs and immersion breaking things all over. Here are some examples.

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Loading Screens will now show you images of the level you are currently in or be relevant to the Quest Stage you're playing. They will no longer show New Vegas loading screens either! :)

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-By a suggestion from the Solid Project lead dev Rick fixed an engine bug that prevented us from forcing the player to arm and raise a specific weapon during our cool new opening animation for the player on the Vault Ball field. That would have required NVSE to work around, and since we wanted as few dependencies for our mod as possible that was a major issue.

-We fixed several game breaking bugs where faction allegiance wasn't being handled correctly during the assassination between two previously allied characters. Because of the way the GECK handles hostility and factions that required juggling around all kinds of non-linear problems to get the two groups to not kill each other too soon, or turn on you for doing their job. That in turn made it impossible to complete the quest, and you got stuck there. Forever. (If you kill everyone you'll absolutely get stuck. A problem we solve by having the hand of the game god [the Enclave] call you on your pip-boy and tell you where to meet them for the final showdown. Which isn't implemented yet, unless Rick already tackled that. It's implemented as the Wild Card path if you are hostile to both Raiders and the NCR if you are a Raider, but I don't think the same is true if you are NCR.)

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-We fixed a ton of issues where entering trigger field volumes failed to register after a quick save. Another engine bug that not even Bethesda or Obsidian knew about (and still fucks up in Fallout 4 and Skyrim!) Using cheat codes like TMM 1 will cause you to fail quests that jump past our trigger volumes if you are cheating ahead in the progress of walking across the map. Thankfully we did account for that non-linear decision and it has clear consequences, but does not break the game. Just, your companions go off without you and die (you aren't their leader at that point) and they get themselves killed by Raiders and/or by each other while you wander off alone.

-Currently on our plate is figuring out why exactly the Enclave quest drops the ball and fails to fire. I intended to have the trigger immediately start after the blast. But it wasn't. Needed to use triggers to engulf the player's position. I also need to hack in Ben's Enclave dialogue, which is in the GECK but not firing. I also need to fix the Overseer's audio during the shouting scene confronting Col. Bragg. Then finally Rick will have to adjust the Enclave ending scenario so the Patriots don't just stand around as the Vault is blowing up, they run to the exit. This last one is a legacy problem from 2013.

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- I have dialogue for Generic Vault Dwellers other than "Hello" and "Bye." WHILE THE VAULT IS BLOWING UP UNDER THEIR FEET. :p But, they are not implemented. Nor are they voiced for that matter. Lame. I do not want to do that 2 weeks of non-stop work casting, recording, editing, and implementing. You wanna do it? I would rather not. I spent 3 years of my life doing that, I'm kinda sick of it for this game. :p Give me a new game, I'll do it there!

-Rick is adding a lot of bad guy spawns to Daggerpoint after the Run Away script fires. It uses trigger fields and spawns a minimum of mutants to follow you at any given time, resulting in a terrifying chase to escape their gigantic untenable flood of bad guys which you are prompted to run away from. Without cheating it is lethal to stay in fight, as you are repeatedly warned. I wanted originally to have a storyline branch there if you stood your ground like an idiot and got chewed up, starting a Super Mutant FEV side quest (and the option to escape if your Endurance, Intelligence, and/or Luck was high enough, but that turned out to not work at all as planned, and had to be cut (no budget volunteer only and the GECK's limitations would have made playing as a Super Mutant impossible.) So there is a chokepoint quest conversation there that might make no sense and need to be adjusted and re-record the voice acting real quick. That character had a much bigger role, but is now just that one conversation, which is lame. If you can talk to him as a mini-boss later on that'd be awesome. As he is right now he makes no sense in that particular choice branch as his conversation dead ends and then you get swarmed by mutants & run away -- which you do to save your companions and other NPCs, not just yourself So it's not cowardice, it's practical. :p

-Currently you can walk through one of the inner atrium walls. Because fuck NIFs.

Loading Screens for BETA 200

Loading Screens for BETA 200

Loading Screens for BETA 200

Loading Screens for BETA 200

Loading Screens for BETA 200

If you're a fan of our visual updates, this next few updates may get kinda repetitive because we are done with the visual aspects of our mod! The last little areas I am making and upgrading are super superfluous. Just like a little gap zone between two Arenas and a tunnel to connect a back door to the broader wasteland.

But, we are choosing our loading screens! And right now integrating some solutions to our missing lip files, fixing some more frustrating bugs while also doing vital revisions to the Main Quest's events.

Feburary Update

Last month we recorded the 7 hour retake session with Eddie Bolero. I spent about two weeks nights and weekends editing, cleaning, cutting, and implementing those, and then assigning Elsdragon his final lip files and animations.

We were worried we'd have to re-cast him and actually held auditions for this character, but Eddie was finally able to get some free time to come record with us again, which we are very grateful for.

Back in 2015 we got a very noisy and garbled recording because I was using an inadequate NTG-2 microphone that just wasn't meant to do voice work, in a less than desirable setup. It wasn't BAD, but as a 3D Visual Artist and Camera Op, I am no Audio Technician. So when I hit problems at the time, I didn't know how to fix them until it was too late and the recording was done -- the only one that came out unsalvagable out of 42 actors. There was too much contrast between low and high, it sounded like we recorded on a tin can, and it was like... awful. Performance was stellar, but the technical side sucked, and we missed a lot of audio we should have recorded that by then was not scripted and playable. We just had the planned for audio in the game not in its final position. I kicked myself over it for 2 years.

I had planned on releasing with that in 2016, but it would have been gross. Since we went all the way to 2018, figured I might as well make the effort of replacing it!

And it came out phenomenally well. We used a Bluebird Condenser mic and the performance Eddie gave us was even better 2 years later. We recorded to our old H4N Handy, but I'd have loved to use a newer H6N which would have given me front panel access to my mixing levels, an invaluable tool when you have various level of shouting involved -- and Elsdragon loves to yell. He has this epic speech that lasts about 60 seconds to a giant Uranium Mine Pit to a crowd of Raiders, so that got pretty peaky on the first take before I dialed it way way down. Would have been much easier with a real mixer board, which on a budget of nothing is a lot to ask! :p

Feburary Update

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Loading Screens for BETA 200

Loading Screens for BETA 200

Loading Screens for BETA 200

And Finally, Mark and I wrote some nice Terminal Entries outlining Lore between Fallout 2 and New Vegas regarding the NCR Enclave War and the NCR Brotherhood war, and the War with the Raiders.

If you have any lore entries you'd like to write, keep them under 500 words and just submit them to me here. I'll bury them in our Wasteland somewhere. We have some from Shoddy Cast, The Frontier, and other mods as well. Some in jokes about Al Chest Breach and other Youtubers who played Part 1 too. :p

Feburary Update

Senator DuVille's office has a lot of cool Intelligence Reports in it from The HUB and New Reno after Fallout 2. Non-canon yes, but Lore Friendly. If it makes sense between New Vegas & Fallout 3, I wrote it to make sense and feel like official content.

I'm excited to finish FNC and start MY OWN Lore for an IP that we control! That way my hands aren't tied behind my back writing this stuff. :p We have out own universe in JINN and Shadow Star. If we ever get money and a crew we'll make those games and flesh them out the same way Fallout, Skyrim, and Mass Effect or the Witcher have been.

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I feel a little better this week than last week. Finally came out the other side of my ruthless depression after getting some time off to just work a day job, recover my costs for September-January, and step away from the shadow of this mod running my life and still being late to release.

This mod not being done and out of my life haunts me, man. But we're getting done, and soon we will be free!

Next month I'll have some additional video snapshots to post of finished content. And maaaybe the Release Trailer will be done? I dunno. That's a possibility. Depends on how many critical tasks Rick and I can get done around day jobs, and if our testers report back that we are ready.

You can read more about our progress on the Design Documents Found Here. In the mean time, you can keep track of us on ModDB, Fallout Nexus, (which I took offline for now) or Facebook. We've got a thriving online community centered around each one.

You can also throw dollars at me on Pay-Pal so I don't starve to death at my desk: Nexusmods.com

Cheers

Brandan Lee
Project Leader

Comments
.Bach
.Bach

Nice progress! I really can't wait to play this definitive version.

What are your plans for release? Just ModDB and Nexus? Maybe also Steam?

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Thaiauxn AuthorSubscriber
Thaiauxn

ModDB and Nexus should be our two main locations. We'll upload simultaneously.

Steam is... kindof a troll paradise? And Noob Users that don't like to take responsibility for file management will be rife there, and blame us for failure to follow instructions. ModDB is actually really good about that user base wise, which is part of why I like it so much. Nexus is less so, and their users, especially lately, have been just terrorists. :p So it's why I hid our old page over there and just focus on ModDB & Facebook for now. And Youtube, when we post there.

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SuperSchokokeks
SuperSchokokeks

yeah modDB just rocks!

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Gleb_AA-Gun
Gleb_AA-Gun

Just out of curiosity, will a torrent also be avaliable? I tend to have a better time with Torrets, cause unlike Web Browsers, if the internet falls, I won't have to start all over again. (Also some great speeds)

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Thaiauxn AuthorSubscriber
Thaiauxn

Downthemall.net

Use a download manager and that won't happen.

I may make a torrent just so other people won't make a torrent and threaten your computer security with unknown origin ****.

Reply Good karma+3 votes
Guest
Guest

Just out of curiosity how many members are there in ur team??

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Thaiauxn AuthorSubscriber
Thaiauxn

It's me (Thaiauxn) and RickerHK doing ~95% of the work in GECK just the two of us. Then we get contributions from additional artists -- music from Pablo & Martin, Martin also does some writing, Mark Hickman who has done a lot of work editing audio and writing snippets. Ashura has done some animations for us, Jamilla did some rigging and animating on turrets and the rattlesnakes, and every now and again Dragbody will drop by with some armours we can use that he rigs, or Zu will fix some ground meshes. Jack sometimes sends us little VFX gifts. Roy and some others will drop by with tool tips and tech support.

But Rick and I are the core team members that do the overwhelming majority of the work in the Engine.

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tsfan
tsfan

I don't think it's coming to steam, I think there's a size limit to uploads there.

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Guest
Guest

Will companions you get in the main story game be able to be used in the mod?

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AntonioBarbarian
AntonioBarbarian

New Vegas doesn't have console mods. And even if it did, I doubt this would be among them.

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Thaiauxn AuthorSubscriber
Thaiauxn

#1 - Consoles do not accept New Vegas mods (at ~7GB we'd blow past every barrier they set on data limits.) Plus it's not kosher with the manufacturers nor software owners.

#2 - New California is set 20 years before New Vegas, so the New Vegas (Main Story?) companions would be children or very young, and not likely in the area of San Bernardino, "The Pass," in our story. FNC companions MIGHT appear in FNV after your play our mod, but we haven't tested feasibility yet. When we know if it works or not we'll make an announcement. But the dialogue is in the game and voiced, so if it works, great! If not? Aw. Maybe another modder will fix it post release if we can't.

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tsfan
tsfan

Most of them sure, but there's Raul(Ghoul), Rex(Robodog) and Lily(Nightkin). Those characters could be used for side quests in the mod, Rex especially ;)

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WolfHreda
WolfHreda

I can't believe I didn't notice that this was set in San Bernardino. Granted, I haven't been following you guys for long, but I'll be intrigued to see how you transform the pass into a post-apocalyptic wasteland instead of its usual pre-apocalyptic wasteland. ;)

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Simonghostriley
Simonghostriley

Damn this is looking amazing dudes

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Thaiauxn AuthorSubscriber
Thaiauxn

Many thanks.

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ApornasPlanet
ApornasPlanet

Like the idea of the hidden lore!

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Guest
Guest

I would gladly pay 50$ 60$ for this because it is basically a new game. And is it going to be available on consoles?

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Thaiauxn AuthorSubscriber
Thaiauxn

No Conoles, sadly. Not even sure the XBox could run it even if it were legal.

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Guest
Guest

Nvm just read it above would still pay for this though;)

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Guest
Guest

About how long is the total gameplay hours in New California would you say? Also can we use some of our existing mods in this upcoming mod like F4SE and such?

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Thaiauxn AuthorSubscriber
Thaiauxn

It really depends on how you play, but at minimum 20 hours just to hear every line of dialogue in at least 4 playthroughs. It's a huge mod. I just spent 2 hours playtesting and Vault 18 appears to be working with no bugs or crashes now.

This isn't a Fallout 4 mod. It's for New Vegas. so NVSE and almost every mod you can play will work with us.

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Badusername2000
Badusername2000

I dont know why, but seeing people not realize that this is a New Vegas mod makes me laugh.

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Shaggoth
Shaggoth

what's happened with nexus page? it is hidden now

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Thaiauxn AuthorSubscriber
Thaiauxn

Nexus won't be helpful until we release. So it's hidden there for now. The Page also needs too be revamped prior to release.

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