Create your own Fallout game

Kadscaner

NMA’s only mutie
Some how you are now the director of the next Fallout, what will your game be like?

For me it'd be something like this:

Setting: 2100, Chicago

You were born in 2060 and at the age of 17 you joined the US Military. During a training mission you got word of explosions detected on the west coast. You are then stationed in Chicago. Over time your unit dies and you eventually leave to start your own life. After traveling for a short while you come in contact with a group like the Midwestern BoS. You can choose to join or not, and unlike in Bethesda's games your choices will actually change shit. If you join you move through the ranks and eventually become a General and lead the offensive against a faction of Ghouls. If you don't join you can join the ghouls and become a Ghoul yourself through a initiation process that turns you into one. Eventually you would fight against the BoS-like faction to liberate Chicago from their rule. Or you could say fuck it and create your own militia to fight them both and become the "War Lord of Chicago".

What do you think? post your own stories below
 
Main story would be about someone who had tinkered with a power armor to turn it into a kind of self-moving unit, however something happens and he's killed and the suit disappears. You're in debt at a town where one company pretty much has monopoly over the entire town and you have to work off your debt and will do whatever you can to shorten it. Your first quest of the game is to find out what has been causing trouble near a cave where trappers from your town usually hunts for some kind of animal and your team comes across this suit, digging away at a caved in corridor. It slaughters your team and you have to escape to town and warn everyone what's up. It eventually catches up with you and the entire town has to try and take it down with their pathetic low level weapons (not a particularly rich town, not militaristic either, barely even got a militia). After it is killed you're tasked with finding out where the suit came from. If you find it then the debt is called off. If you try to flee for the hills then a bounty will be put on you.

You're barred from entering a certain city until a problem has been fixed so it forces you to go to 4 other cities first to try and find out a solution for their problem so that you can enter it. Once you do and find the apartment where the guy who worked on the suit lived you see that it has been ransacked. Upon your return you're tasked with finding out who took his notes and schematics and shit.

Nearing the end of the game you'd find out that behind the cave-in that the suit had been digging at there is an old military research facility with a ZAX super computer. The super computer was programmed to work on solutions for fighting the chinese and it has been centuries since it really saw the outside world so the super computer assumes that anyone who cannot be ID'd by it is a hostile. The alterations the genius had made to the suit had allowed the ZAX to connect with the suit as it had been set to the same frequency as the military bases satellite broadcasting system and intended to use it to dig out the cave in so that it could have actual hands to operate things down there. When you stumbled upon it it used whatever primitive system that the power armor helmet had in it to identify the people, seeing as none of them could be identified as they aren't in the centuries old database the only conclusion was that it had been discovered by the enemy and set out to crush them before they could invade the military bunker.

That's a quick pitch of a storyline I've had bouncing in my skull.
It'd be more about crime-solving than it'd be about massive armies and shit.
 
So, I'm just going to give you what I'll make myself (I have a thread here going through what I'll do, but a lot of that is something I got planned for a game I want to work in the future).

So the year is 22XX (This isn't important, but for the sake of continuity, lets make it 2292).
You play as a Slave, you've just be brought in by a group of Slavers, here you put your name, gender, age and stats (and SPECIAL).
After this has happened, you get put into a Slave Pen where you meet another Slave, he informs you he knows a way out. So the two of you either shoot your way out, or you can Sneak your way out.
Another way of getting by is killing someone, and then taking their clothes meaning you can bypass the Slavers.
Once you break free (The Slave who helped you either alive or dead), you find out you're in Miami.

While traveling the Wastes, you learn of a war between two factions, one is a militarised group with strict laws and a court system. The other is a more peaceful group where the members of Society make up its Faction and between them, they pass laws which is decided upon by all its members. But they have a weaker army input and so they tend to lose skirmishes against the military group.

You join up with either group, getting the smaller factions to aid your cause (and this can include the Slavers that kept you captive at the Start).
But doing so will cause in house fighting (depending on who you recruit) and you could damage your reputation with other smaller factions if you befriend their enemies.

However, you look carefully enough, you may come across a third more powerful Faction.
They are essentially surviving members of the American Government when the bombs dropped, they essentially founded the Enclave but broke away from them before the events of Fallout 2.
They consist of people who are now cryo frozen (much like Mr House) with a computer system networking itself across parts of the Country (meaning they could be anyway in America).
They inform the player they have people working for them in both groups, and you'll never know who works for them.
(They are essentially causing this big war between the two factions as a ploy to allow their own government to have power again, but they don't have an army to take the factions down, so they use them as puppets).

From here, you can inform both groups of this third Faction, which will put the two Factions in a truce and you take down this third Faction.
Or you can now work with the new Faction and join one of the other two in order to allow people of influence to set their own rules.
 
I've pitched this one before, but anyway:

It is 2301. You live in a small town in southern Idaho.
The battle of Hoover Dam was won by Mr. House, beating back both the Legion and the NCR. The Legion split into North and South. The Northern faction staying true to the ideals of Caesar and Lanius, pushing its frontier all the way to your home some ten years previously, bringing order to a formerly chaotic and violent part of the world. The smaller, weaker southern faction entertains heretical beliefs about plebians, patricians and senates.
Meanwhile, the NCR has fractured after the defeat at Hoover Dam. Various factions, militaristic, idealistic, even pro-slavery have emerged, and the only thing keeping an uneasy alliance between them is fear of the looming threat of the legion to the west.

The game begins with a short prequel section with you as a child, where your home is under attack by raiders, who kill your father as he tries to protect your mother. Just as it appears all is lost, a squad of legionaries burst in and kill the raiders, declaring there is no place for them in civilised Legion lands.

Then the game skips ten years later. The region is still not fully tamed frontier territory, but the Legion are busy constructing roads, damming rivers, building camps and forts, and preparing for an invasion of the West. It is against this backdrop that a Legion conscription officer comes to your door.

You can choose to go with him and join the legion, or escape with a mysterious stranger who offers you a way to avoid the draft.

The game could offer a huge array of choices and consequences. Escape and join up with one of the remnants of the NCR, and decide which faction to back. Sign up for the legion, rise through the ranks, and either conquer the West or destroy the legion from within. Alternatively, support a desperate Southern Legion conspiracy to overthrow the Emperor Octavian, adopted son of Caesar and unify the legion once more.

Playing the NCR factions off against each other too much could result in them wearing each other down, leading to a legion victory, whereas destroying the legion could lead to the NCR collapsing into all-out civil war with the common enemy gone. A "good" ending would not be easy to obtain, whether you end up having to tolerate a moderated (but still expansionist, misogynistic and brutal) legion, an NCR who allow limited slavery, or another "independent" ending, where the NCR and the legion are forced back, and the people of Idaho have freedom, albeit as the dams and roads decay, raiders return to their lands, and the great legionary forts crumble amongst them.

Better writers than me could tell a lot of good stories in this setting, I think.
 
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I've pitched this one before, but anyway:

It is 2101. You live in a small town in southern Idaho.
The battle of Hoover Dam was won by Mr. House, beating back both the Legion and the NCR. The Legion split into North and South. The Northern faction staying true to the ideals of Caesar and Lanius, pushing its frontier all the way to your home some ten years previously, bringing order to a formerly chaotic and violent part of the world. The smaller, weaker southern faction entertains heretical beliefs about plebians, patricians and senates.
Meanwhile, the NCR has fractured after the defeat at Hoover Dam. Various factions, militaristic, idealistic, even pro-slavery have emerged, and the only thing keeping an uneasy alliance between them is fear of the looming threat of the legion to the west.

The game begins with a short prequel section with you as a child, where your home is under attack by raiders, who kill your father as he tries to protect your mother. Just as it appears all is lost, a squad of legionaries burst in and kill the raiders, declaring there is no place for them in civilised Legion lands.

Then the game skips ten years later. The region is still not fully tamed frontier territory, but the Legion are busy constructing roads, damming rivers, building camps and forts, and preparing for an invasion of the West. It is against this backdrop that a Legion conscription officer comes to your door.

You can choose to go with him and join the legion, or escape with a mysterious stranger who offers you a way to avoid the draft.

The game could offer a huge array of choices and consequences. Escape and join up with one of the remnants of the NCR, and decide which faction to back. Sign up for the legion, rise through the ranks, and either conquer the West or destroy the legion from within. Alternatively, support a desperate Southern Legion conspiracy to overthrow the Emperor Octavian, adopted son of Caesar and unify the legion once more.

Playing the NCR factions off against each other too much could result in them wearing each other down, leading to a legion victory, whereas destroying the legion could lead to the NCR collapsing into all-out civil war with the common enemy gone. A "good" ending would not be easy to obtain, whether you end up having to tolerate a moderated (but still expansionist, misogynistic and brutal) legion, an NCR who allow limited slavery, or another "independent" ending, where the NCR and the legion are forced back, and the people of Idaho have freedom, albeit as the dams and roads decay, raiders return to their lands, and the great legionary forts crumble amongst them.

Better writers than me could tell a lot of good stories in this setting, I think.

That wouldn't work because the Second Battle of Hoover Dam didn't happen until 2281/2282
 
I'd probably have a game set somewhere in the Midwest, probably Illinois. Just so I can clarify what's going on there in the canon. There'd be a "Great Plains" Brotherhood of Steel but they wouldn't be some massive sprawling mobilized millitary like Tactics, but they would definitely be stronger and more outward than the Mojave chapter. The Enclave would have some presence in Chicago but since they're described in NV as having an "Outpost" they probably wouldn't be big, but they'd still be working behind the scenes. Of course I'd also have original Midwestern factions/tribes to throw into the mix as well.

In terms of plot, I'd probably recycle remaining content from Van Buren. I'd move Bloomfield Space Center into Illinois (Rockford Space Center?) and connect that with some plot related to B.O.M.B 001 and the New Plague.
 
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The game starts in 2267 with a NCR historian at Boneyard University looking over stories about the Vault Dweller. He comes to the realization that were it not for him, the Masters Army would have likely taken over the whole of California within a few years.

The game then goes back in time to 2161, where you wake up in a military base, surrounded by a group of scientists who seem to utter quite comedic sentences. It becomes clear that they are insane, and seem to think you are part of the "Chosen People" chosen by there God. Looking at yourself, you seem to be a lot more muscular than them, and donning blue skin.

Lou Tenant then shows up, and explains to you that you are a Nightkin. He explains that they want to unite the world under one banner, and asks you to look over there reports on different towns, so you can see how sinful and corrupt the rest of the world actually is. Its at this point, you learn about a figure from Vault 13, and decide how he reacted to different towns as he came across them, and how he eventually sided with The Master.

While in the Masters Army, you get a choice on how to react to different towns and settlements. You can make alliances, or choose different ways to take over towns. How you react to these towns majorly changes the ending of the game.

Alternatively, you can join the Follower's of the Apocalypse, which leads to a series of quests trying to fight off the Master's Army, and unite the West Coast under one banner, however it would be imposible to ally with everyone, and it would lead to series of quests defending towns, which would be ridiculously hard to win. With this ending, you must get enough allies, meaning that you'd have to complete it in a very specific order, otherwise The Master will still win. Also, it is extremely difficult to make sure towns are fully defended, so even if you do win, odds are that most of your allies will die off anyway.

Finally, there is the option to escape to the East, away from the Master's reach.
 
The year is 229X. Several years after the Battle of Hoover Dam, the Legion has fractured into several warring city-states. Some are holding on to Caesar's ideals, for better or worse, while others wish to distance themselves as far as possible from the Legion.

You play as a recent captive of the slightly more liberal than usual (as in, their army is an equal opportunity employer, but so are slave labor jobs) Legion of Mars Ultor, simply titled Mars Ultor by most, who have taken up residence on Mars Hill in Flagstaff, Arizona, placing their main fortification in the old Lowell Observatory.

After a medical check-up (aka character creation) you're dragged by soldiers to meet the leader of this Legion. However, before anything too terrible can happen, the camp is attacked by a group of guerrilla fighters known as the Pax Romana. The Pax are really the closest things to good guys this game has, but they're still meant to be pretty grey. As the chaos ensues around you, you're offered a chance to escape by a member of the third major faction, an alliance of merchants and caravaneers known as the Argentum. They want money. War is profitable. Ergo, they want to keep the war between the Pax and Mars Ultor as long as possible. Getting taken by Mars Ultor was just a little oopsie.

After you escape, you can help out one of the three factions you previously met, help out a faction of raiders to pillage the wastes of Northern Arizona, or start your own faction with its own identity (think settlement building, but not as constrained and with more political aspects to it.)

And that's the pitch I've got so far. What does everyone think?
 
I'd make a Fallout game that slowly progressing into a Fallout game, starting as pre-war and continuing on. But can't link a single thing to another to make progress in creating a concept. Not even realizing it. (the F4 engine aside from some terrible design decisions is fine so far)
The best example of it might be the survivalist's notes in Honest Hearts FNV DLC.
 
2289, near Arroyo. You have been but a Nomad for your entire life, and now you wish to settle down. Arroyo is starting to get a massive problem of squalor, as many wastelanders, ex-Enclave members, and retired NCR members have been coming to settle down.

So sadly, you've been exiled, and the other exiles have faith in you.

ACT 1 would be to build a settlement and get these people a place to live.

ACTS 2 and so on, IDK. At some point, you must make an alliance and determine who should be that ally. You either forgive Arroyo, Align with the NCR, or be your own proud independent nation and conquer little tribes, and defend your settlement's freedom.

Depending on how you run your settlement and what you do to other settlements, and the Major Factions [Arroyo, NCR] will affect your relationship with their leaders and people. Okay, conquering stuff is optional but it's still an option.
 
Giant fucking post inbound. Here's my take on a would-be Fallout game that takes place in the Philadephia area, being a native of the area myself. A lot of what you're about to see is highly subject to change and is mostly incomplete, mostly in regards to names, locations and lore. I've tried my very best to stay within the framework established by Interplay and Bethesda. I'm already toying around with levels on the BIS Mapper for Fallout 2 with the hopes of eventually turning it into it's own mod for Fallout 2. I'm also open to ideas and suggestions, as I cannot do this alone.

USS Titan: Headquarters of the Brotherhood of Steel. Located in the ruins of the Philadelphia Navy Yard. The Brotherhood of Steel has restored the Aircraft Carrier to working order, and have anchored the ship in the Delaware River. The Titan has 14 Vertibirds at it's disposal which are regularly maintained for scouting runs. The Titan is home to all 110 members of the local Brotherhood chapter. The Navy Yard where the Titan was originally docked is also heavily defended by the Brotherhood.

Styx: A crude flotella composed of boats and metal shacks floating on the Schukyll River. Inhabited by Ghouls and other outcasts from the Wastes. The inhabitats of Styx are stuck on the flotella, as the waters are home to a gigantic mutant catfish dubbed "Big Mick" by the residents of Styx.

Vault 80: Located in the bowels of Philadelphia's subway systems, Vault 80 was one of the few "Control Vaults" created by Vault Tec and where thus exempt from the cruel experements conducted by Vault-Tec in the other Vaults. Recently Vault 80 has been discovered by the Hollowpoints who threaten the safety of it's dwellers.

Center City: The decimated heart of pre-war Philadelphia has become a large trade center, run by elites in offices built into the skeletal remains of Philadelphia's skyscrapers. Unbeknowest to the common Wastelander, the ruling elite have entered a partnership with Talon and distribute military grade weaponry in return for Chems of all varieties, which they they disperse throughout the wastes. The trading district of Center City is relatively safe with a 'round the clock guard patrol, but everywhere else is overrun with mutants and hostile gangs.

The Warzone: The ruins of what was once pre-war Conshohocken, it has become a site of endless gang violence between 3 large Raider tribes who wage war in the streets. It is here where Talon has his base of operations, within a pre-war military base containing an army's worth of firepower. The Brotherhood of Steel originally attempted an assault on this stronghold, but where repelled due to vastly underestimating it's inhabitants.

Fairmount Park: The site of one of the safer locations in the Philly Ruins. It is a medium-sized settlement built on what was once Fairmount Park. More info to be added.

The Wilderness: One of the deadliest places in the Philly Wastes, and that's saying something. The Wilderness was once the Philadelphia Zoo before the war, and the remains of the Zoo as well as the surrounding area are filled with deadly, mutant life-forms from acid-spitting plants to man-sized lizards.

Philadelphia Airport: Once a bustling place for travel around the world, these ruins now house a tiny remnant of the Enclave that fled the Capital Wasteland.
More to be added.

Basilisks: Named after the mythological creature, Basilisks are giant, irradiated versions of the area's various snakes. There are several varieties of Basilisk each with it's own unique abilities.

Mirelurk Collosus: A new variety of Mirelurk that takes the form of a mutant snapping turtle who's powerful jaws can chew through power armor with ease. Despite their great strength and durability, they are very cumbersome on land.

Mutant fish: Mutated versions of the several species of fish in the area. The most notable is a giant mutant catfish named "Big Mick" that terrorizes the floating settlement of Styx and preys on anything unfortunate enough to enter the water.

Thunderbirds: Large irradiated Turkey Vultures that patrol the skies above the decimated ruins of Philly. They usually eat carrion, however they will also attack living prey up to and including Humans, Brahmin and even Deathclaws. They typically attack by swooping down and sinking their hook-like talons into prey before peeling flesh from bone with their jagged beaks. Those who survive attacks from these nightmarish flying demons never forget the banshee-like scream these creatures make. Thunderbirds are considered the deadliest creatures in the Philly Wastes rivalled only by Basilisks and Deathclaws.

RadWorms: Large, irradiated Earthworms. RadWorms are harmless creatures that occasonally surface during rainfall. In some parts of the wastes, their meat is dried to make deliceous jerky.

Crawlers: Mutated House Centipedes, these exceedingly creepy creatures are often found in sewers and the remains of old buildings. Despite their menacing apperance, they are harmless and feed off of smaller insects.

Mirelurks: Irradiated crustacians of multiple varieties.

Deathclaws: With Deathclaws spreading throughout the wastes, it's no surprise that they've established a population in the remains of Philadelphia.

Brahmin: Mutant cows used primarily as beasts of burden, and are also used for their milk and meat.

Bloatflies: Mutated versions of the common Housefly and the larger Horsefly.

Feral Dogs: Wild dogs that have survived the nuclear apocalypse and now roam the wastes in large packs. It is not uncommon for some of these mongrels to be tamed.

Radroach: Irradiated Cockroaches

Giant Rats: Supersized, irradiated rodents

Yao Guai: Mutated bears, some from the Wilderness, others from other parts of the wastes.

Spore Plants: Supersized, carnivorous plants that often fire corrosive sap or toxic pollen projectiles

Ghoul: Humans afflicted by a strange genetic condition in which rather than killing them outright, radiation grants them increase life spans. However this comes at the horrific cost of their skin peeling and flaking of until they resemble Zombies of pre-war horror flicks. Despite their undead appearance, Ghouls are still very much alive and are no different than the average human.

Feral Ghoul: A relatively rare creature that is the result of a Ghoul's mind having fully deteriorated from radiation, causing aggression and loss of the ability to reason.

Bloodbugs: Irradiated mosquitoes commonly found near the filthy rivers of the wasteland. They attack by skewering prey with their large proboscis and extracting the succulent bodily fluids from their victim as nourishment.

Radstag: Mutant, two-headed deer that would much rather run away. However if given no other option, Radstags will defend themselves with their hooves and antlers.


Brotherhood of Steel: The Brotherhood of Steel is a techno-religious military organization dedicated to the preservation of technology, and preventing it from destroying the world once more. Despite being slowly fading away in the West due to a conflict with the NCR, the Brotherhood has managed to thrive on the East Coast and become a military superpower in the region. The Brotherhood of Steel arrived in the Philadelphia area sometime after the events of Fallout 3 initially as a scouting mission. The scouts discovered that there was a stockpile of valuble technology in the area in the form of a pre-war military depo in the ruins of Conshohocken. Reports also indicated that there was a turf war going on between 3 raider tribes in the same area, presumably for control of the bunker. However the raiders where disregarded as a minor obstacle, and eventually a small detachment of units was sent aboard 14 Vertibirds to the Philadelphia area from Capital Wasteland.

Setting up shop in the remains of the city's naval yard, the Brotherhood saw fit to restore a relatively intact pre-war aircraft carrier with hopes of eventually making it seaworthy once more and using it as their headquarters. In the meantime, patrols where sent out to Conshohocken, now known locally as "The Warzone" in order to assess a course of action to take. To their surprise, one tribe of raiders had already equipped themselves with high-end military weaponry as well as some restored suits of Power Armor. Knowing full well of the dangers of technology in the wrong hands, the Brotherhood acted immediately and launched an assault on The Warzone with aims of taking the bunker from the raiders.

However, this would prove to be disastrous to the Brotherhood. They severely underestimated how well defended the depo was as well as the ferocity of their enemies, thanks to their unbridled use of Psycho to bolster their performance in combat. Despite being overall better equipped and better trained, it was a losing battle from the start and the Brotherhood realized this too late. Of the 30 soldiers the Brotherhood sent, including Knights and Paladins equipped with T-51b and T-60f, only 15 returned to the Navy Yard. This was a crippling blow to the already small detachment, and one that would take years to recover from.

In the aftermath of the failed assault on the bunker the Brotherhood set about establishing relations with the nearby settlements, trading lower-end weaponry for food, supplies and potential recruits. Trust between the locals and Brotherhood where shaky at first; the Locals where skeptical of the Brotherhood's motives, no doubt fueled by countless rumors and tales across the wastes. Many in the Brotherhood where vocal in their protest of taking in untrained outsiders, and suggested that only those with sufficient combat experience should be allowed into their ranks. In spite of this, both sides eventually developed a mutually beneficial system. The Brotherhood of Steel's fate can be decided in the following ways: The player can join them in their quest to recover technology from the wasteland and to maintain peaceful relations with the outside; Through various quests the leadership of the chapter will change, resulting in the Brotherhood rapidly becoming an oppressive and totalitarian group who takes what they need by force; and finally if the player sides with Talon the Brotherhood of Steel must be destroyed as they are the only challenge to Talon's rule.

Hollowpoints: By far the most dangerous raider gang in the Philadelphia area. Led by their cold and calculating leader Talon, the Hollowpoints wage a campaign to exterminate all rival gangs in order to rule the wasteland. However with the arrival of the Brotherhood of Steel, their power and influence has been contested. The Hollowpoints have set up base in the remains of a pre-war military depo with a plethora of firepower. Roving groups of Hollowpoints can often be found toting R-91 rifles, AK-112 rifles, Laser Rifles, and some even don Power Armor. The Hollowpoints are also known for their excessive use of Psycho, which has given them a reputation for being extremely aggressive.

The Hollowpoints started out as a milita for the settlement of New Conshohocken, built in the ruins of the pre-war town of the same name. The militia was formed in response to attacks by the cult-like Ghasts, who captured victims for torture and ritual sacrifice. At first the milita was able to repel the Ghasts, but eventually the cultists managed to invade the settlement using stealth and terror-tactics. The town was left in shambles from the raid, with most of the settlers having been either abducted or killed in the chaos. The head of the militia, Wayne Corbin, held the mayor responsible for his repeated refusal to take action and shot him.
Corbin then led the survivors to a pre-war military depo where he rallied any able-bodied volunteers to accompany him in a retaliatory attack on the Ghasts. Donning energy weapons and some of the only working suits of Power Armor in the depo's armory, Corbin and his strike team tracked the Ghasts back to their lair in an abandoned quarry and killed a majority of the cultists before destroying the nearby mine shafts with explosives to bury any Ghasts left inside.

Since then rampant use of Psycho has turned Corbin and his followers into raging savages, and severely warped the latter's judgment. Corbin now believes that the only way to "protect" his people is by killing or enslaving all other tribes in the wasteland, so that there would be no-one left to cross them. To undertake this goal, Wayne Corbin rechristened himself as "Talon", and set about his goal for total domination. Talon and the Hollowpoint's fate can be decided in the following ways: Talon can be convinced to see the error of his ways and disband the Hollowpoints (However if a certain quest is completed, Veers will take over after Talon steps down and will be even more brutal, thus requiring the player to kill Veers with Talon's help); The player can join the Hollowpoints as a high ranking lieutenant but at the cost of all settlements not already aligned to Talon becoming hostile, as well as attempts on the player's life by hired hands or would-be userpers within the Hollowpoints; Talon and his lieutenants can be killed thus ensuring the dissolution of the Hollowpoints thus ending their threat to the wasteland.

Ghasts: Ghasts are one of the oldest tribes in the Philadelphia area, and have earned their name by way of their ghastly rituals they preform on victims they've abducted. Ghasts are fanatic cultists who worship an unknown diety, who they believe demands regular human sacrifice and unflinching loyalty lest their souls be devoured. The Ghasts dress in tattered garbs with crude metal plates or bones for protection, and almost always wear hoods and masks concealing their faces. Often these masks are made of human or animal skulls, or in some instances flayed human flesh. The Ghasts are commonly found using spears or swords made of crude metal or bones. Occasionally they can be found using a variety of small arms weaponry, but most prefer the thrill and glory of melee combat. The Ghasts have a distinct hierarchy, and covens are usually led by an Arch-Bishop.

It is unknown where the Ghasts originated from, only that they've been in the Philly Wasteland for a long, long time. Some speculate that they're decendants of satanic cults, other say they're the ghosts of those who died when the bombs fell. One thing is for certain; the Ghasts are a terrifying and very deadly group. The earliest known encounter with the Ghasts was in 2101, when they attacked the fledgling community established in Fairmount Park. The cultists captured or killed any settelers they came across before disappearing as fast as they came. Those who survived described them as terrifying beyond imagination; from their crude clothing made of human and animal remains to their fanatic devotion to their god.

The Ghasts once again rose to prominence with their raid on the settlement of New Conshohocken. At first they sent their lesser peons to charge the gates only to be mowed down. Gradually, the Ghasts began to use covert tactics, and managed to sneak past the guards on several occasions before being caught and dealt with. Eventually however, the Ghasts deployed their elite members, fittingly dubbed "Specters" whom utilized Stealth Boys and Smoke Grenades to launch a surprise attack on the settlement and destroy it. Unfortunately, a counterattack led by the head of the settlement's militia saw most of the Ghasts wiped out. Those that did survive now operate in complete secrecy; functioning more like assassins and striking from the shadows. To this day the Ghasts are still carrying out hostile attacks on the Hollowpoints whom they indirectly created, resulting in the town of New Conshohocken being renamed "The Warzone". The Ghasts cannot be reasoned with, and there is no other option other than to destroy them.

Enclave: After having suffered one crippling defeat after another, the Enclave is essentially defunct with only scattered remnants hiding from the Brotherhood of Steel on the East Coast and from the NCR on the West. One such remnant has holed up in the ruins of the Philadelphia Airport, although they pose little threat to the wasteland in the face of more powerful factions such as the Brotherhood of Steel or the Hollowpoints. In the face of these daunting circumstances, there is much infighting within the remnant. There are those who believe that they should continue the Enclave's original mission to retake the US mainland, and that they should purge all mutations and dissenters. Then there is another faction that calls for a reform of the Enclave in order to work towards a peaceful alternative to make the wasteland a better place. Finally, the last faction believes that the Enclave should just simply disappear and the former members should integrate into society.

R-91 Assault Rifle: Standard issue to the US Army prior to the Great War of 2077. Uses 5.56mm ammunition. Probably the most common assault rifle in the wasteland.

N99 10mm pistol: This standard-issue military sidearm has become a staple of wasteland combat. Rugged and reliable, it is no surprise that this versatile handgun is one of the most common weapons in the entire wasteland. As it's name implies, it uses 10mm ammunition.

R-57 aka "Service Rifle": Standard issue to the US Marines prior to the great War of 2077. Known for it's widespread use in the New California Republic, the Service Rifle is a semi-automatic marksman rifle chambered for a 5.56mm cartridge.

Combat Shotgun: Utilized for both military and riot police, the Combat Shotgun is a magazine-fed semi-automatic shotgun that can be switched to full-auto for maximum carnage. Chambered for a 12 gauge slug.

HK MP9: Known simpy as the "10mm SMG", this lightweight firearm offers an excellent close-range firepower or can be set to semi-automatic for increased accuracy at longer ranges. As it's name implies, it uses 10mm ammunition.

M3A1 "Grease Gun": Originally used by the National Guard, the Grease Gun's powerful ammunition type coupled with it's high rate of fire makes it deadly in close quarters. Additionally it is very simple to maintain and manufacture, even in the post-war world. It uses .45 ammunition.

AK-112 Assault Rifle: The AK-112 Assault Rifle is a weapon of Soviet origin and presumably in the Kalashnikov line of rifles. A majority of these weapons where imported into the United States before the war and can now be found in the hands of virtually anyone ranging from town guards to mercenaries. The AK-112 uses 7.62mm ammuniton.

Type 93 Chinese Assault Rifle: The signature weapon of the Red Chinese before the Great War, the Type 93 found its way onto the US mainland via Chinese spies and insurgents, as well as illegal purchase. The Type 93 uses the abundant 5.56mm round in it's 24 round magazine. Thanks to the simplicity of it's design and function, it is capable of being manufactured even in the post-war world.
Shanxi Type 17 Chinese Pistol: The standard issue sidearm of the Chinese army, the Type 17 is renowned for being relatively under-powered when compared to the other side-arms. Despite this drawback the Type 17 is still a cheap, reliable alternative for those who cannot afford the higher end sidearms in the post-nuclear world. The Type 17 uses 10mm rounds.

DKS-501 Sniper Rifle: The DKS-501 is considered to be the best sniper rifle bottlecaps can buy. Used by the United States military before the war, it is chambered for a powerful .308 round for taking out targets at long ranges.

STG-67: Based on the STG-44 used by Nazi Germany, the STG-67 was used by the German military and saw extensive use in the European Commonwealth-Middle East war. This weapon is highly sought after for it's ease of use, accuracy and firepower. This weapon is very hard to find, indicating that the surviving rifles where either collector's pieces or illegally imported in small quantities. The STG-67 uses 7.62mm ammunition.

M484 Light Machine gun: The M484 is second-to-none when it comes to magazine capacity and sheer firepower. The M484's 90 round magazine designed to utilize the .50 BMG round ensures that the user will have plenty of ammunition to eviscerate anything standing in his or her way. The M484's biggest drawback is it's tremendous weight, which makes it difficult to carry and wield for extended periods of time. The M484 also comes with a bipod on the end of the barrel for increased stability when firing prone.

AER-9 Laser Rifle: Seen only in the hands of technologically advanced factions or the wealthy, the Laser Rifle fires beams of energy that have devastating effects on organic targets; ranging from dismemberment to total disentigration. Uses Microfusion Cells.

Wattz-2000 Laser Rifle: Not to be confused with the similar AER-9, the Wattz-2000 Laser Rifle was intended to fufill the role of a sniper rifle with it's powerful scope and superb accuracy at incredibly long ranges. Uses Microfusion cells.

Winchester P94 Plasma Caster: The Winchester P94 Plasma Caster is a bulky energy weapon that requires it to be held and fired at the hip like one would with a minigun. This beast sports three electromagnetic claws on the end of it which spew forth globs of superheated gas capable of causing molecular destabilization. The effects on organic targets are gruesome; the helpless victim is literally melted down into a puddle of goo. Despite it's capabilities, the Plasma Caster is bulky and it has a poor rate of fire. The Plasma Caster uses a single, large Plasma Cartridge.

Winchester P99 Plasma Rifle: A radically altered version of the Winchester P94 Plasma Caster which now resembles a traditional rifle. Like it's larger cousin, the P99 sports the distinct three pronged electromagnetic claws from which projectiles are fired. Like and unlike the P94, the P99 uses scaled-down Plasma Cartridges.

Wattz 1000 Laser Pistol: A civilian model of energy weapon produced by Wattz Consumer Electronics. As a result, it's wattage is much lower than those issued to military or law enforcement. Despite this, it is still capable of killing hostiles with incindiary beams of cohesive light like it larger Laser Rifle. The Wattz 1000 Laser Pistol uses Small Energy Cells.

AEP7 Laser Pistol: Issued exclusively to military and law enforcement before the war, the AEP7 has a higher damage output than the civilian Wattz 1000 Laser Pistol and as a result is far more lethal. Like it's civilian cousin, the AEP7 uses Small Energy Cells.

Glock 86 Plasma Pistol: More advanced and more damaging than the various laser pistol models, the Glock 86 Plasma Pistol operates much like the larger Plasma Caster and Plasma Rifle but on a smaller scale. The Glock 86 Plasma Pistol uses Small Plasma Cartridges.

T-45d Power Armor: The first model of power armor ever deployed, the T-45d utilizes steel plating and crude hydraulic servos to offer it's operator greatly increased protection and superhuman levels of strength. Weapons that once where required to be vehicle mounted to fixed can now be carried with ease, making this suit an ideal tank-killer. These days, the T-45d still offers significant levels of protection to those who are fortunate enough to get their hands on one of these suits.

T-51b Power Armor: The T-51b represents the apex of Power Armor. It sports a specially coated surface that can outright deflect lasers as wel as blocking out harmful radiation. The improved actuators of the suit are a massive step-up from the older T-45d; this suit is overall more nimble and articulate than it's cumbersome predecessor. The suit also features a recyling system that converts human waste into drinkable water. In the post war world, the T-51b is considered to be a priceless piece of equipment that only the most technologically advanced factions possess.

T-60f Power Armor: The T-60f is actualy a retrofitted T-45d, rather than a true "new model" and was the last type of Power Armor produced before the Great War. The T-60f's bulky design was created with the intent of soaking up as much damage as possible, essencially fufilling a "tank" role. Despite it's exceptional durability, the T-60f is still inferior to the technologicall advanced T-51b. The T-60f has found it's way into the hands of the Brotherhood of Steel on the east coast, who use it extensively.

X-01 Power Armor: With it's terrifying insect-like faceplate, this armor is infamous for it's use by the Enclave. Lightyears more advanced than even the T-51b, the X-01 was created after the Great War by the Enclave to replace the older pre-war models. After the defeat of the Enclave on both the West and East coasts, the X-01 is almost impossible to find. The only known suits are those captured by the Brotherhood of Steel in the Capital Wasteland or by fugitive Enclave personell.

X-01 Power Armor: Also known as the "Advanced Power Armor Mk II", this suit loosely resembles it's predecessor which it is designed to replace. As it's name would imply, the X-02 is an improvement over the X-01 as it now utilizes various ceramics and metals to create an outer shell almost completely resistant to Energy Weapons. Like the X-01, the X-02 is almost impossible to find in the Philadelphia wasteland. The only known suits are the ones in the hands of the Brotherhood of Steel or on fugitive Enclave personell.
 
Is there a way where you can actually do this? Like a sort of geck for fallout 1+2 and physically create your own game? I've always wanted to do this if anyone can tell me please i really wanna do this
 
IIRC there was an editor for Fallout 2 that I played around with several years ago.
Maybe the FOnline engine got an editor one could use?
 
I think I remember a modder saying Fallout 1/2 requires you to work with the nitty gritty of the engine in order to mod the game in any meaningful way. FOnline's probably easier to work with though.
 
Is there a way where you can actually do this? Like a sort of geck for fallout 1+2 and physically create your own game? I've always wanted to do this if anyone can tell me please i really wanna do this
Yes, there's Fallout 2 BIS Mapper. But scripting done in separate environment.
 
Setting: 2295,North-eastern Texas culminating in Dallas
(Going to pretend Fallout: Brotherhood Of Steel doesn't exit since it's non canon anyway)

You are born in to Vault 117 a vault which was a vault filled with scientists to carry out research on plant life underground and policemen who work as the security guards. You are born in a similar manner to fallout 3 but survive.You learn the game mechanics and shooting mechanics in a similar manner to fallout 3 as well, with time progressing from the ages of 0 to 10 and then to an unknown age with the message 'Time would pass' in order to not shut off roleplay as to what age the player wants to be.


At this time you are called over the PA system to the overseers office in which he tells you that the airpurification system is malfunctioning and is beginning to send non purified air through the ventiliation system and tasks you with getting another one from the outside world. You are given vault security armor and a 10mm pistol and you head out.


You immerge in to the ruins of Dallas and discover a warzone, a war between 4 factions is raging.
(Short descriptions of course, don't have time right now to right out long descriptions but will if wanted.)
1. The Texas Militia formed from the survivors of Texas's many militias and large gun owning population. They enforce old world ideals.
2. The Mutant Republic: Led by a super mutant called 'Harald Johnston' who fled to Texas after the Masters demise they believe that Humans are unfit to live and that they must make way for evolutions creations. Ghouls,Supermutants and any other sentinent mutant is welcome here. They even offer to dip the protagonist in FEV to become a super mutant should he earn their loyalty. Super Mutants generally do the fighting whilst Ghouls generally do maintenance,filing and strategy work.
3.The Children of Atom: Believe in cleansing all and making way for Atom's 'chosen people' , Pope Thorium sends messengers South,East,West and North to call for Atom's people to join the 'crusade' to conquer the chosen land.
4.Atilus's Empire: Atilus's Empire is ruled by Supreme Commander Atilus. It is based on totalitarian regimes of the past and has vast fields of enemy PoW's,captured ghouls and convicts working to fuel their army in their conquest.Atilus's economics are based on the Soviet Union with strict communism. It's not unheard of them burning enemy civilians townships who have been captured alive, skinning them and worse things.


Why this conflict is happening:
All the factions are fighting over Fort Hood, a military base near Dallas. Prior to the great war a military vault was built here but never utilized, it contained vast munition supplies and even a nuclear missile silo it is held by The Texas Militia at the beginning of the game but they don't have the Vault's code. This is where the Protagonist comes in.
 
I've been looking for a place to download the FOnline engine because based on what I've seen it looks more promising. Any ideas where to find it?
 
I've been looking for a place to download the FOnline engine because based on what I've seen it looks more promising. Any ideas where to find it?
I thought FOnline was open source, shouldn't you be able to download it straight from their website? :confused: You also might want to direct questions about that to the modding forums.
 
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