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Last updated at 12:39, 3 Nov 2014 Uploaded at 3:23, 9 Jan 2012
This is a Mod for the PC Version of Fallout: New Vegas.
It adds an all new campaign selected from the New Game tab on your Main Menu.
This mod only requires a copy of New Vegas, right out of the box*.
The download of the First Installment comes with a custom installer package containing a few optional add-ons for your game, like the SGhi.info REVELATION Interface, and DLC compatibility patches.
Fallout: Project Brazil represents 4 years of work from Brandan Lee and RickerHK, with the efforts & contributions of dozens of mod community members from across the internet. The mod is fully voiced to professional quality, featuring Roger Owen as Coach John Bragg, Duke Standberry as Dr. Kevin Rossman, Cynthia Jeffery as Lieutenant Chevy Bragg, Eddie Bolero as Ancient Eddie Bolero, Ben Britton as NCRR Radio Host Roger Moore, Scott Harders as Chief Paul Evanson, Joe Marshall, and Overseer Christianson, along with 15 more actors from Southern California and Tucson, Az.
The game features several hours of new exploration and game play, with each branch of the story telling a new tale for repeat playthroughs.
An Alternate Start in Vault 18 with a New Player Character and Main Quest.
A New Intro Video to really give it that "New Game"feeling.
An Ornate Main Quest Line with Compelling Side Quests rich in Fallout & Character Lore.
Hours of Voice Acting recorded at pro-quality in Radian-Helix Media's Tucson, Az Studio.
A Very Large Worldspace in California - The Black Bear Mountain National Forest.
An Epic War between The Super Mutants, The Survivalist Raiders, and The New California Republic.
A Pirate Radio Station DETH 981 with 2 New DJs and Quest + Crafting + Perk Unlocking Segments.
A News Radio Station called NCRPR - New California Republic Radio - with quest updates in the News.
6 Potential Human Companions and 2 Robot Companions available depending on player choices.
Project Brazil tells the story of your player character, an adopted resident of Vault 18, on the night of the last big Vault-Ball game of the season. The consequences of your player’s decision to dodge or tackle Johnny Matheson shapes the rest of their life, playing as an computer Nerd or a popular Athlete. When the war finally reaches the Vault after one prominent figure turns out to be a member of the Enclave, a civil war erupts overnight, forcing the player to pick a side and escape into the wasteland with their rag-tag party of Robots and Friends.
Set in 2260, the main three factions in San Bernardino have been involved in factional fencing matches for the last 20 years following the NCR-Enclave War, and the Vault 13 Dweller’s defeat of the Master 100 years earlier.
The Survivalists are the last hold-outs in the California territory, refusing to be absorbed into the massive federal government they see as a threat to their isolated independence and military dictatorship. Cobbled together out of the remains of the various hostile tribes destroyed by the NCR, Boss Harders, their leader, holds a tight regimental order over his confederation.
The Super Mutant Army, under their new leader, Papa Bug Bear, has vanished into the mist of the San Bernardino mountains, unheard from for decades. Their scouting parties have recently been seen raiding the grasslands with powerful robot escorts, as if they were hunting for someone.
The New California Republic moved into the Cajon Pass in pursuit of Brotherhood of Steel convicts several years ago, capturing the Survivalist’s crop producing lands in Union City. Hoping to use I-15 to expand their power towards Nevada, they must first secure their war ravaged boarders or face economic collapse.
Your player character stumbles into this conflict after narrowly escaping Vault 18’s destruction. From there, they must find a way to survive in the aftermath when all 3 factions, each with a history of dealing with Vault 18’s Wasteland Scouts, seek out the player in order to use their knowledge, capture a lost experiment, or exact revenge for past crimes.
Download the latest version of the First Installment.
USE FOMM OR NMM TO INSTALL Fallout: Project Brazil v1.3.1 FULL
Make sure your Mod Manager is Run As Administrator.
Your DATA folder should look like this. If you have DLC, Patches will be auto installed if you have the needed files installed.
Using your favorite Mod Manager, apply Archive Invalidation.
Check ProjectBrazil.esm in your DATA tab on the Launcher, or your Mod Manager.
Also check PB DLC Control Plugin.esp if you have DLC installed. It will be auto installed if needed.
5.FREQUENTLY ASKED QUESTIONS
I. Why the Name Project Brazil?
Because I was watching Terry Gilliam’s 1985 film "Brazil" when this all got started 4 years ago. We polled our facebook fans about a name change, and they overwhelmingly voted to keep it. So it stuck.
II. Why did you make this game?
Because I could. The tools were there, the dream was there, and I love making video game environments and telling visual stories. Nothing brings me more joy than telling a totally out of this world story about science fiction on the edge. Toss in a little politics, a little drama, some hulking robots and a monster of the week and I'm in heaven! I loved Fallout 1 & 2, they were some of the first games I ever played, and the zeitgeist of them still reminds me of growing up and playing pretend with my friends away from the computer.
III. What the hell took so long?
Had to find a vision first. ;) But mostly it was life. Alot happened in 4 years, man. I grew up. I graduated. I got jobs. Had girlfriends. I took a break in 2011 to work on Man Vs Wild Season 6. Then I was also alone until RickerHK joined in 2012, then it was just me and him until 2013 when Fast Freddy joined the team. The three of us did 90% of the work, the rest were contributions or just dropped by once.
IV. So, this is like what, a DLC?
V. Wait, so it’s like a new Worldspace and Quest??
Yes. It contains nearly 5000 lines of professional quality voice acting recorded in my media studio with friends from the local film, TV, radio & live theatre industries. The First Installment is set in Vault 18, which is a small world unto itself (like an old-school RPG dungeon) and later the San Bernardino Cajun Pass.
Programming was principally designed and implemented by RickerHK, accounting for over a year and a half worth of patience and dedication and thousands of lines of script & file management. Writing and level design were pretty much all me (Brandan Lee,) and Steven Cates writing supplemental character dialogue, with contributions from Cambragol for Vault 18 and various spots of our wasteland being enhanced by fellow moders from the Nexus forums. Fast Freddy navmeshed the entire wasteland by hand, as well as clearing up hundreds of GECK errors, by himself, with minimal help from me in the more complex zones.
Ticky_Vein donated a ton of great Fallout inspired interior and exterior models, Dragbody donated a serious amount of time into our new armours, and Meo3000 + Speedy B donated great Vault Tec pieces and concrete bunker bits that really changed the way our game looks. Connie Taylor and Iouri editied our dialogue to match our voice files and fix my atrocious spelling, as well as donating the really awesome images for Ben's room.
We had a lot of help from our team, which you can read below, but most were once off contributions of time and talent. :) None of this would have come to be without them, so I'm ridiculously thankful for my guys and gals.
VI. Holy shit, how much work went into this!?
A lot. The sheer amount of effort was staggering, but I’d do it all again. I gained a ton of experience doing this. Everything from level design and modelling environments, textures, large team management, all the social networking that comes with a thing like this; and there’s no real way to encapsulate the value of taking a holistic approach to designing an entire game in all its elements, and doing it yourself.
So many nights spent awake til 6:00am... hundreds of emails... over 100 plugins merged into our esm over time from all of us... hours and hours of audio editing... thousands of lines of script... 100s of miles of navmeshing... oh gods the navmesh...
And mostly, a planet worth of love and dedication. We really care about the world we've made, and the characters here feel like old friends. We hope you enjoy it as much as we enjoyed making it.
VII. Had you ever made a mod before this?
Yes! Nothing like this though. F:PB marks my jumping the shark moment. I didn't just jump it, I strapped on a rocket and launched myself and a few friends into space. Going crazy isn't nearly as fun unless you take someone with you. ;)
The first mods I ever made were for Total Annihilation and Fallout 1. I made sprites of characters and armours in paint/gimp and learned how to put them in the game. I made alot of units for TA that are still around today. I also made a Sonic the Hedgehog platformer on RPGMakerXP, where I scripted my own "gravity" and hit detection using game variables and triggers. It was hosted on Shadow of a Hedgehog for a few years.
I have about 25 maps for Starcraft, and 6 for Starcraft II, available for download. Most of these maps are a-symmetric hunt-and-gather maps across large areas. I did a short campaign for Starcraft with original voice acting and 4 new maps, following a pretty simple system to work around the lack of a "new campaign" system in the editor. At the start of each map after the first, a script runs to prompt the player to input a code that was displayed in the last objective of the previous map. That code would be the basic 6 digit end-variables that would then translate the events of the previous story to the current one. Each map would add 2 variables, ending in 6 unique final objectives. Those variables tracked the death of a general, if he had died, whether the player chose to betray the EDF or attacked the Zerg, and whether they ran away from the last battle of New Hera or stayed til the end. Players were confused by it, but those that understood and wrote down the repeating code from the last map, and typed it in correctly, really enjoyed it.
Lastly, I made a mod for Battleships Forever to showcase a design idea I had for a Sci-Fi Sandbox game, where I designed a custom fleet of ships and levels to demonstrate how ships can be compartmentalized based on a branching architecture, and those compartments can then be linked to instanced interior cells where a player character can be affected by exterior damage in real time. Kindof like your favourite sci-fi TV show, as a sort of space-sim/third person shooter, set in my original universe. I lack the programming skills to translate this system into a functional hit detection system for a 3d sandbox game, but I have been making write-ups and basic items for a future endeavor. The prototype was top down 2d, sprite based sim, and lots of fun.
RickerHK & Freddy have quite a few mods under their belt too. I'll ask him for a brief and post it here later. :)
VIII. Will this be compatable with other mods?
Should be. We didn’t change any core gameplay systems. It’s still basic
Fallout New Vegas, just with a new world and a new save game.
Here are the catches:
- Mods with pop-ups at the beginning will annoy you
- Mods that add items at startup will break immersion constantly
- Mods that add items like guns/armour to the Mojave will be absent
- Mods that change the time-scale will probably cause issues
YES! It’s always been my hope that people would graft their work onto mine, and make an entire new game. I don’t expect huge quest mods, I WANT huge quest mods, but I’ll be happy with new guns and bad guys. Ultimately, if somebody picks up our Development Bible and sees where we left off, I’d melt with joy if they started finishing those stories.
XII. Where Can I get a copy of F:PB?
The Internet. Specifically Fallout New Vegas Nexus and ModDB. If you do not yet see a download, it means it is being renovated or finished. Keep checking back. Like us on Facebook.
XIII. Will F:PB muck up my New Vegas Save Games?
Nope. not a chance. You will start a NEW GAME to play F:PB. Your Courier 6 character is not the Star Player. Two different people. Or are they? ;)
XIX. Can I get from the F:PB Worldspace to the New Vegas world and back again?
Negative ghost rider. Not unless you are a Time Lord or Scott Bakula. Fallout:Project Brazil takes place in October 2260. Fallout 3 takes place in October 2277. New Vegas takes place in 2281.
At the end of the first installment, you have the choice to either explore the F:PB wasteland, which has some spoilers for the 2nd Installment but nothing major, or to go to Doc Mitchell's house in Goodsprings. When we release the 2nd Installment, you can use that save game to return to that point at the end of Vault 18 via a scripted pop-up and continue with that character.
Will this work with A Tale of Two Wastelands? Honest answer, "I don't know because I haven't tried," but odds are it will be compatible. Here's the catch: when you're playing Brazil, you'll be trapped in California until the game is over, when your character can go play New Vegas at the end of our story. At that point, you can then access AToTW. That's what I gather from information I read about it, so don't quote me on it.
XX. Should I disable any of my mods to play this?
Nope. All your mods SHOULD work, unless they run some significant scripts. Again, if your mods change the time-scale, they will frack one quest with Jen Hale and Coach Bragg. If your mods run pop-up scripts or loading messages, they will annoy you to no end at the very start of the game.
Project Navada will have a compatibility patch (enabling weapons in different parts of the vault, re-balancing NPCs so the battles are still winnable, and disabling pop-ups.)
XXI. Daddy are we there yet?
Don't make me pull this Dreadnaught over, kid. I will beat your ass til this document turns green, understood? https://docs.google.com/document/d/1aBOEpwbK_ikI4gCOkWf1oy2ljlRtB7TYKPcgcB37vY8/edit
XXII. How long is the First Installment, game play wise?
You have about 3 hours on the first branch [Tackle/Dodge,] if you want to visit all the content in the First Installment. That adds up to about 7 hours if you really try to find all the different ways through our game along with the second branch, including acting like a dick or nice guy, joining the Enclave or Vault Security, and all the little NPCs, Robots, and Terminals.
If you want to skip nearly everything and book it to the wasteland, doing nothing but shoot shit the whole way, it'll take roughly 45 minutes, then the wasteland's shooting gallery is an infinite arcade sandbox that just keeps getting harder until you die.
You can skip the Prequel, which has most of our voice & text content, at any time, by going to bed. After that, your actions, or lack of actions, tally up to your experience in the next chapter. However, by skipping this content, you miss out on virtually all the companions, the perks, some extra gear, and in the 2ns Installment release, a handful of quests.
XXII. Is the Wasteland playable in the First Installment?
Sortof. The main focus is Vault 18, which is totally finished except for some minor updates. The San Bernardino Mountains are open to explore at the end of Chapter 1, but there is not quest or storyline implemented yet. It's just there in case anyone wants a sneak peak at what's planned for the future, or those who want to blow shit up and try to survive in the really exciting environments we made.
XXIII. What audience is this mod aimed at?
People who like Black Ilse style character-driven content in an RPG. I think that market is pretty exclusive these days, since fallout is now a third person shooter rpg. F:PB is focused primarily on character building, NPCs' reactions to your choices, and branching quest structures that affect the way the game is played based on your actions. So this is aimed primarily at our mod community, which likes new characters and quests, and have gone a long time without any new stories to play through.
Combat isn't as heavily emphasized until the second half of the game, but like stated above, we aimed for a compromise, letting players shape their own experience by ignoring or skipping content, and rewarding those that stay around just long enough to investigate that expanded content, while not making it crucial to progress. The extended content adds depth, but it's there to have an emotional reward to the curious, rather than new perks, stat bonuses, or companions, which are within grasp of just a quick play through of a few conversations.
XXIV. How is this different than Fallout: New Vegas?
We really focused on your S.P.E.C.I.A.L. stats with our own internal Fallout: Project Brazil philosophy, and those 7 stats really show up everywhere, especially in dialogue options. Your skills largely affect things like combat, crafting, healing, but we took the "speech" skill, and made it exclusively a skill that affect things like standing at a podium and delivering a legit speech to an audience, and how high your speech skill is will determine if a small army or group will help you, and how much they're willing to sacrifice.
Your Charisma really affects your ability to keep people talking, Perception lets you spot things that you can talk about, Endurance lets you say something badass that can terrorize or encourage enemies and allies, Intelligence deepens the narrative and opens up certain character backstories, and Luck will unlock secret options to save you from dire situations or totally mess up your day. We count 5 as being average, 10 as being insanely positive, and 1 as being totally negative.
It's possible that characters will still not respond with a reward if you try to charm them, even if you take a 10 in any given SPECIAL stat. Primarily, your stats will open up more possibilities, and some of the possibilities end very poorly for you - that adds a layer of metagaming, where you have to discern if it's a smart move or not based on subtle hints in that conversation. Things like using your Charisma to break up a couple in the prequel will result in one of them being dead in Chapter 1, and now you have to face that companion and rebuild their faith to get them to follow you. Or you can unravel the entire plot with a 10 in perception, and the conspirators will kill you to prevent their secret from getting out.
Overall, F:Pb looks a little better in some areas than F:NV, but the only thing we changed was really that metagame, rather than combat, physics, graphics, etc. It's more story and character driven, but still a sandbox. Now the sandbox has... canyons.
6.TEAM MEMBERS AND CONTRIBUTORS
Johnny Matheson - [Companion] - Dan Ziffer
Coach/Colonel Bragg - [NPC]- Roger Owen
Dr. Kevin Rossman - [NPC] - Duke Standberry
Sargent Chevy - [NPC] - Cynthia Jeffery
Jenifer Hale - [Follower] - Sarah Mitchell + Roxanne Harding
Ben Kurtz -[Companion] - Stunnin' Steven Cates!
Jamie Campbell - [Follower] - Isobela Georgiadou
Eric Campbell - [Follower] - R.D. Mower
Kira Mann - [Companion] - Caitlin Singer
Overseer Albert Christianson - [NPC] - Scott Harders
Earnest Schwartz - [NPC] - Dan Ziffer
Terra May [NPC] - Raven Griffen
Jason Christianson [NPC] - Steven Cates
Shawn Star [NPC] - Brandan Lee
Mandy Star [NPC] - Cheauharn Mon
Sarah Carter [NPC] - Raven Griffen
John Diesel Anderson [NPC] - Ian Scott Whittaker
Joe Marshall [NPC] - Scott Harders
Yetti Hale [NPC] - Steven Cates
Misc. Vault Voices (male) - [NPC] - AJ Kosky
Misc. Vault Voices (female) - [NPC] - Raven Griffin
Sgt. Norman - [NPC] - Ian Scott Whittaker
Chief Evanson - [NPC] - Scott Harders
Ancient Eddie Bolero - [NPC] - Eddie Bolero
A L P H A - [Companion] - Brandan Lee
Enclave Male Soldiers - [NPC] - Danny Do
The Male V-Sec - [NPC] - Taran Jeffery
NCR Radio Host Roger Moore - [NPC] - Ben Britton
b6RK - [Companion] - Ali Kaz Foxsen
Additional Voices - Brandan Lee
Brandan Lee - Project Lead - Lead Level Design & Story Writer
Rick Hukkanen - RickerHK - Lead Programmer & Tireless File Managment
Fast Freddie - General Bug Fixing & NAVMESHING THE ENTIRE WASTELAND + LOD ver2
Ali Kaz Foxen - Quest Scripting on B6RK
SGHi.info - Interface Revolution Mod Contribuion
Sesom - Additional Scripting
Jack Klein - Etherial - Level Building near Fort Daggerpoint, Vault Pipeworks overhaul, BHR
Clark Gudas - Level Building near Fort Daggerpoint & Wasteland Areas
Raphael Dejesus - Textures, Sound Effects, Navmeshing
Joshua Meehan - 2D Art
Matthew Seddon - Quest Scripting on The Dream Sequence
B. Dylan Hollis - Additional QA and Scripting
Stunning Steven Bowie - Dialogue Writing & Fixes
Connie Taylor - GECK Grammar & Spelling Editor
Roslin Thelso - Writing Excerpts for Dr. Rossman
Andrew Endowy - Writing Excerpts for Eric Campbell & Kira Mann & Sgt Norman
Scott "Reaver" Harders - Writing Excerpts
Iouri Synogatch - Writing Excerpts
Kellen Touey - Writing Excerpts
Erich Von Hildberghausen - Original Soundtrack Composer
Christana Udracon - Original Soundtrack Composer
Tyler "Speedy B" Bourne - Interior & Models for Vault bits and buildings
Ben "TrickyVein" Britton - Interior & Exterior & LOD Models from Fallout 1&2
Meo 3000 - Vault-Tec Resources - especially the round windows
Cambragol - Vault 88 Resources, which became Vault 18’s base architecture.
Andersh - Football Armour Resources
Dragbody - Vault 18 Armour, Survivalist Armour, and more Resources
Toadlet - Vault Jumpsuit Resource
Neverclock - Harnesses and belts Resources
Quetzlsacatanango - Creature models, Character Models, & Armour
Ren - Hair Pack Resource
Idkrrr - Hair Pack Resource
Kozaburo - Hair Pack Resource
Yoshikinakota - Hair Pack Resource
Tommy Purdee - GECK Startup Error Fixer
Chuck Steel - LOD Resource Essentials Pack
Elijah M Houck - Helping solve endless L.O.D. Issues
Robert Helms - Fixing GECK Issues and being a great mate
Captain Mitch - Fixing Geck Lip Sync
Wyll - Project Brazil Hi-res Textures
C.i.B - Additional Character Models and Resources for Monsters
DeathclawAlpha - Implementing our new creatures and placement
Commander Tak - New Logo for F:PB
Cpocurtis - Log Fort Resource
JCDenton - Level Layout Modifications near Vault 18 long ago
Harry Luck - Trailer Park, Tent, and Boeing 747 model resources.
ReZ - Adding collision mesh and LOD for various bits that Obsidian left out of New Vegas
ZitaX - 2D art of the lass in the Nerd Story
Brandon Lee Welch - Kurtz Concept Art
Brian Pea & Darla Petty - Radian Helix Media’s official Blood Splatters
Ashley Deluca - Installation Screen Girl
bibbeh - Peacekeeper Pulse Pistol
Ian Weiss - Giving Albert Christianson a name and religious bend
Clinton Nicely - Writing excepts for Earnest (before Steven's revisions) and Albert's conversation
Breeze - Base of the Torso Model for Vault Exile Armour
ElminsterAU, Sharlikran, zilav, hlp - FNVEdit - Without this utility there would be no F: PB
ScripterRon - FNVPlugin - Again, without this, there is no F: PB
Purple Pigeon and hlp - GECK Powerup
Cecilia Huerta - Love, Admiration, Support, and Letting us use your Lab. <3
Barbera Pittman - Love you Mom for all you do.
Pearry Teo - For D&D, being a great drinking buddy
Marji & James Kosky - Helping with about everything with tireless friendship
Eric Simpson - For helping us even when shit seemed hopeless. Thanks man.
Independent Film Association of Southern Arizona
The Duke and Cat Show
The Nexus Forums
Ed Chiarini - You know what you did, asshole.
OUR FANS ON FACEBOOK - you guys rock!
Obsidian Entertainment - Thank you for Decades of Entertainment and Education
Bethesda Softworks - For your support, releasing GECK, and future endeavors
Robert Helms - Support & Encouragement from Beyond Boulder Dome
EMH - Support & Encouragement from Alton, IL
Jeux - Support & Encouragement from Radiant Flux
Amy Gurr - Sending us Danny Do
Matthew Griffiths - Supporting the Project
Jeffrey Zauderer - Supporting the Project
John Belt - Supporting the Project
Daniel Kroese - Supporting the Project
Malte Schröder - Supporting the Project
Dennis Hughes - Supporting the Project
Check out our ModDb: http://www.moddb.com/mods/falloutprojectbrazil
And follow us on facebook for daily updates: http://www.facebook.com/FalloutProjectBrazil
WE'RE PLANNING TO RELEASE OUR GAME'S FIRST INSTALLMENT OF THREE IN [&@$#!!] MAY 2013.