Rule 12 is a post-nuked total conversion for Morrowind. It is currently is the middle stages of development. Set in a post-nuclear-war era, full of irradiated grit and grime, Rule 12 is designed to be a true RPG, filled with all kinds of people and places. The world spans many areas, including a bomb crater, multiple cities and bases, and the Badlands, a jagged expanse of inhospitable terrain left to the toughest, roughest characters in the country. Rule 12 is built on the Morrowind engine, but some major mechanics are changed. Characters have abilities, which can be learned and trained in, and allow special actions. 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). Unfortunately, due to attempts at realism, this mod isn't for the young'uns.

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Just a brief update, outlining what I've gotten done and what will be in the next patch, once it gets compiled. No new screens, most of the recent work has been scripting and internal systems. The food system is almost perfectly worked out, unlike most MW mods you actually have to equip the food, so you pick what you eat and when you eat, there's just a daily requirement (configurable). Drinking will use the same system, so that's basically done too. More details in full article.

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Just a brief update, outlining what I've gotten done and what will be in the next patch, once it gets compiled.
No new screens, most of the recent work has been scripting and internal systems. The food system is almost perfectly worked out, unlike most MW mods you actually have to equip the food, so you pick what you eat and when you eat, there's just a daily requirement (configurable). Drinking will use the same system, so that's basically done too.
Radiation is implemented, not with all the fancy effects yet, but it works (and kills you pretty well, lol).
Finally gave the PC clothes, and a few chargen tweaks to make it work better (should now init the menus so you don't get the funny effects on the first open). Abilities added to player on class pick, birthsigns edited some.
BRS done much more, currently putting in a small apartment building.
Working on a new hospital tileset, for the Salvation Regional Hospital (no, it won't be some shiny functioning hospital, much more betterer). New rottweiler tex, w/ blood on its muzzle.

Full update info will be released with the update, this is just some highlights, mostly to show that progress is still being made, at a decent rate.
Hoping, right now (this is a very very sketchy estimate), for release before the events in the game are supposed to take place (July this year).

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