Please review the updated description for install details and the new mod authors that were kind enough to provide their work for this project for this current snapshot. We added a lot!!
We also now have two options for reshades, I'm sure you'll recognize their names! =]
Please let us know if you see any issues with the mods, or our instructions. I try to be as clear as I can on them.
Good idea. When you say 'one stop shop' do you mean some kind of a merge of all these mods or a bunch of separate mods installed in a certain, beneficial order, like STEP? Either way, I am always looking for help choosing the 'wheat' from the 'chaff' in mods. Too many mods not enough time to explore them all. Better someone else do it for me
So I was curious if this mod was gonna be similar to Project nevada in its theoretical final release? and if so... Do you guys think you might try to make a visor mod for helmets with visors? cuz if so that'd be awesome and definitely make me use this mod guarantee'd!
Today I was reviewing the Vault Dweller's Survival Guide that came with my original copy of Fallout (1997), and the Vault-Tec Lab Journal that came with my original copy of Fallout 2 (199. I played both games a long time. I believe all who love RPG PC gaming agree these works were exemplary RPGs, worthy of mention in the same breath as Balder's Gate.
It is my concern to somehow encourage the mod community, especially those who are willing to undertake an overhall type mod, to attempt to give expression here to the RPG character of the first two Fallout games. It is not my intention to define what RPG means conceptually, but anyone familiar with the game play of FO and FO2 and Balder's Gate, to use the most seminal examples of the modern PC era of RPG gaming, will grasp the universal meaning of this as found in those games. I do not mean to exclude other examples from the golden age of PC RPG gaming, but can only speak to those games I lived in for so many long hours, never feeling in the end that it was time that was in any way wasted. I always came away enriched, even if that meant that I was just not good enough to endure to the completion of the game more than once, although I replayed much of all of them innumberable times. I loved being there. I came to be a better version of myself being there. I escaped into the RPG quality game play and adjusted my realtime, reallife actuality as a result.
Karma mattered. Who I killed or stole from mattered. Who I defended from violence mattered. It mattered to me who I was in the game. I often completely restarted the game because I was not happy or satisfied or entirely just in my feeling for the character I had created. Just as often reformulating my RPG character had everything also to do with how well I could survive in combat and otherwise. I
did not want to die in every other 10 min span of time.
Do I understand what I am saying? Can I ask others to remember or to look and see what I mean? I have the Guide and Journal here beside me as I write. The old game discs sit in their original sleeves here on my bookshelf. How the story controlled the way the game play occured was a secondary life, the life of an alterego, the life of an archtypical other self in the dire setting of what 3 Dog calls post- apocalyptica". You could not but accept and endure the facts of the post-nuclear war survival, and everything about how the game unfolded, including what you were permitted to do, which was itself controlled by this truth incarnated in the game. Too much freedom leads to tyranny according to Aristotle. Or to nuclear war, too much freedom in Democracy or too much freedom in Communism, the freedom of the many or the freedom of the few, it does not matter does it? "War, war never changes...."
I was quite pleased with the way FO3 brought this forward, all other things being held equal; for a game published about 10 years later it did please. I initially loved and always used the First Person perspective, and accepted many of the changes it brought with it but also the way it carried rpg character formation forward without stripping it from what was in 1998 the new game; FONV respected this as well. It does appear that the stripping down of the RPG qualities of Fallout was left for the now newest Fallout4 game.
When I read the recent PCGamer reviews of the game (4 minireviews, p. 31 & 1 long reveiw starting on p. 54) the word RPG was not once used definitively but only as a place-holder, "what remains is a deft, enjoyable shooter with an amazing degree of combat customization." I never mean to belittle or denigrate what is fun to play, but when one plays Fallout without a fully fleshed out RPG scheme in place then one is at the verge of it only seeming to be a Fallout game, not actually. Consider the marketing sophistication following hot upon the announcement of the game. Masterful marketing it was, like Disney and Star Wars. In another place on p. 31 a PCGamer reviewer compares the creepiness of FO4 with "Left 4 Dead", with no mention of the way the creepiness from FO, FO2 and FO3 paved the way, along with other great older games, for the place of authentically felt creepiness in the PC games we play. Comparing FO4 to Left 4 Dead displays the loss of our RPG heritage. How could it be otherwise when FPS games rule the marketplace?
The First Person perspective of FO3 was only and always for me a very authentic way of living my character, looking out upon "post-apocalyptica" with my own eyes and not from a god-like 3rd person veiw. I have played Left 4 Dead. How can anyone who loves RPG gameplay give it as something that is comparable to a Fallout game, and yet here we are?!
By the time the long review came to its conclusion the use of RPG was as hollow as I have ever heard it, and I was adently hearkening to every word, waiting for it to ring true. It did not. It does not. In the "Verdict" the use of RPG was left out altogether, being replaced by the words "A brilliant and massive sandbox...." The latter usage rings true for this game. It is not an RPG per se, is it? Does anyone care to make it so? I said I had a conceptual question to ask: I wrote this so as to be able to frame this simple question: does anyone care if FO4 is not a RolePlayingGame?
Hello...we are the same person in a gamingf and adventure sense.......however, sadly to say that this game is not a RPG....it is a first/third person shooter....with slight role playing themes(VERY SLIGHT!) This game is an absolute travesty in comparison to fallout 1, 2 and baldurs gate 1, shadows of amn, throne of bhaal, and plansescape:torment if u liked that too! My friend, games of that kind are dead, and gone forever :'( even with mods i do not think they can make them like that again. You see games have not changed, people have changed....they no longer care about making an amazing immersive world of fantasy where anything can happen product....they care about how quickly they can make a dollar or two......money ruined Fallout......Money ruined Baldur's gate......Money ruined GAMING PERIOD.....I apologize about the rant, but you are one of the people who have ever mentioned passion of the things i have a passion for!
hey is this even still alive? or has the author given up on this? i had high hopes for this when it was first released...i was thinking it was going to eventually turn into something like project nevada or Nvac for new vegas....sadly i have not gotten a response from the author in a long while.......hope he is doing well and comes back to add more to this mod now that the creation kit is out!
I would have gotten this, cause I use alot of the mods allready But I do not want my hud to be striped down
Instead of the FO4 RAIN, they should replaced it with: True Storms - Wasteland Edition (Thunder-Rain-Weather Redone) by fadingsignal http://www.nexusmods.com/fallout4/mods/4472/? this mod does the same, adding much better rain and allso fixes the radioactive storm and the thunderstorm to look way more better
Darker Nights by unforbidable http://www.nexusmods.com/fallout4/mods/191/? this has a compability mod with True storms (but it has a config setup though)
Allso add: Fr4nsson's Light Tweaks by Fr4nsson http://www.nexusmods.com/fallout4/mods/2139/? This mod removes alot of the fake lights, making source lights from lamps, fire and such the only source that lights up the place
Add allso: D.E.C.A.Y - Better Ghouls by Thumblesteen http://www.nexusmods.com/fallout4/mods/2500/? this mod makes the Ghouls way more "pritty" looking
Immersive Vendors by Xgrufijury http://www.nexusmods.com/fallout4/mods/10039/? Polishes up the vendor stalls to look like they actualy have stuff for sale, makes more items for you to tweak your settlements instead of placing down weapons and whatnot at the stalls
Tactical Animations by L0rdOfWar http://www.nexusmods.com/fallout4/mods/10446/? jsut adds better combat poses, with knee resting on the ground when croutching
My wife asked one great question, "How do I know that a Bloatfly is a Bloatfly?" Ponder it for awhile xXDOYLExXx and your Overhaul Project will be immersive and lore friendly with the answer...^^
65 comments
Please review the updated description for install details and the new mod authors that were kind enough to provide their work for this project for this current snapshot. We added a lot!!
We also now have two options for reshades, I'm sure you'll recognize their names! =]
Please let us know if you see any issues with the mods, or our instructions. I try to be as clear as I can on them.
Enjoy!
Adding a mod full of promise and then quitting within a forthnight of the game's release?
I know it isn't easy to keep up with the amount of mods that have been/are being released, but it sure is a shame, as this had lots of potential...
My recent install has it crashing immediately.
I have a conceptual question to ask.
Today I was reviewing the Vault Dweller's Survival Guide that came with my original copy of Fallout (1997), and the Vault-Tec Lab
Journal that came with my original copy of Fallout 2 (199
agree these works were exemplary RPGs, worthy of mention in the same breath as Balder's Gate.
It is my concern to somehow encourage the mod community, especially those who are willing to undertake an overhall type mod, to
attempt to give expression here to the RPG character of the first two Fallout games. It is not my intention to define what RPG means
conceptually, but anyone familiar with the game play of FO and FO2 and Balder's Gate, to use the most seminal examples of the modern
PC era of RPG gaming, will grasp the universal meaning of this as found in those games. I do not mean to exclude other examples from
the golden age of PC RPG gaming, but can only speak to those games I lived in for so many long hours, never feeling in the end that it
was time that was in any way wasted. I always came away enriched, even if that meant that I was just not good enough to endure to the
completion of the game more than once, although I replayed much of all of them innumberable times. I loved being there. I came to be a
better version of myself being there. I escaped into the RPG quality game play and adjusted my realtime, reallife actuality as a result.
Karma mattered. Who I killed or stole from mattered. Who I defended from violence mattered. It mattered to me who I was in the
game. I often completely restarted the game because I was not happy or satisfied or entirely just in my feeling for the character I had
created. Just as often reformulating my RPG character had everything also to do with how well I could survive in combat and otherwise. I
did not want to die in every other 10 min span of time.
Do I understand what I am saying? Can I ask others to remember or to look and see what I mean? I have the Guide and Journal here
beside me as I write. The old game discs sit in their original sleeves here on my bookshelf. How the story controlled the way the game
play occured was a secondary life, the life of an alterego, the life of an archtypical other self in the dire setting of what 3 Dog calls post-
apocalyptica". You could not but accept and endure the facts of the post-nuclear war survival, and everything about how the game
unfolded, including what you were permitted to do, which was itself controlled by this truth incarnated in the game. Too much freedom
leads to tyranny according to Aristotle. Or to nuclear war, too much freedom in Democracy or too much freedom in Communism, the
freedom of the many or the freedom of the few, it does not matter does it? "War, war never changes...."
I was quite pleased with the way FO3 brought this forward, all other things being held equal; for a game published about 10 years later it
did please. I initially loved and always used the First Person perspective, and accepted many of the changes it brought with it but also the
way it carried rpg character formation forward without stripping it from what was in 1998 the new game; FONV respected this as well. It does appear that the stripping
down of the RPG qualities of Fallout was left for the now newest Fallout4 game.
When I read the recent PCGamer reviews of the game (4 minireviews, p. 31 & 1 long reveiw starting on p. 54) the word RPG was not
once used definitively but only as a place-holder, "what remains is a deft, enjoyable shooter with an amazing degree of combat
customization." I never mean to belittle or denigrate what is fun to play, but when one plays Fallout without a fully fleshed out RPG
scheme in place then one is at the verge of it only seeming to be a Fallout game, not actually. Consider the marketing sophistication
following hot upon the announcement of the game. Masterful marketing it was, like Disney and Star Wars. In another place on p. 31 a
PCGamer reviewer compares the creepiness of FO4 with "Left 4 Dead", with no mention of the way the creepiness from FO, FO2 and
FO3 paved the way, along with other great older games, for the place of authentically felt creepiness in the PC games we play.
Comparing FO4 to Left 4 Dead displays the loss of our RPG heritage. How could it be otherwise when FPS games rule the
marketplace?
The First Person perspective of FO3 was only and always for me a very authentic way of living my character, looking out
upon "post-apocalyptica" with my own eyes and not from a god-like 3rd person veiw. I have played Left 4 Dead. How can anyone who
loves RPG gameplay give it as something that is comparable to a Fallout game, and yet here we are?!
By the time the long review came to its conclusion the use of RPG was as hollow as I have ever heard it, and I was adently hearkening to
every word, waiting for it to ring true. It did not. It does not. In the "Verdict" the use of RPG was left out altogether, being replaced by the
words "A brilliant and massive sandbox...." The latter usage rings true for this game. It is not an RPG per se, is it? Does anyone care to
make it so? I said I had a conceptual question to ask: I wrote this so as to be able to frame this simple question: does anyone care if FO4
is not a RolePlayingGame?
even with mods i do not think they can make them like that again. You see games have not changed, people have changed....they no longer care about making an amazing immersive world of fantasy where anything can happen product....they care about how quickly they can make a dollar or two......money ruined Fallout......Money ruined Baldur's gate......Money ruined GAMING PERIOD.....I apologize about the rant, but you are one of the people who have ever mentioned passion of the things i have a passion for!
sad
Are you planning to include configurable settings like FWE in the future so people can change pacing, gore and loot/ammo probability?
Cheers,
Laz3456
But I do not want my hud to be striped down
Instead of the FO4 RAIN, they should replaced it with:
True Storms - Wasteland Edition (Thunder-Rain-Weather Redone) by fadingsignal
http://www.nexusmods.com/fallout4/mods/4472/?
this mod does the same, adding much better rain and allso fixes the radioactive storm and the thunderstorm to look way more better
Darker Nights by unforbidable
http://www.nexusmods.com/fallout4/mods/191/?
this has a compability mod with True storms (but it has a config setup though)
Allso add:
Fr4nsson's Light Tweaks by Fr4nsson
http://www.nexusmods.com/fallout4/mods/2139/?
This mod removes alot of the fake lights, making source lights from lamps, fire and such the only source that lights up the place
Add allso:
D.E.C.A.Y - Better Ghouls by Thumblesteen
http://www.nexusmods.com/fallout4/mods/2500/?
this mod makes the Ghouls way more "pritty" looking
Immersive Vendors by Xgrufijury
http://www.nexusmods.com/fallout4/mods/10039/?
Polishes up the vendor stalls to look like they actualy have stuff for sale, makes more items for you to tweak your settlements instead of placing down weapons and whatnot at the stalls
Tactical Animations by L0rdOfWar
http://www.nexusmods.com/fallout4/mods/10446/?
jsut adds better combat poses, with knee resting on the ground when croutching