Project Mojave

The_Proletarian

Sonny, I Watched the Vault Bein' Built!
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Saw this on Twitter. It's a remake of the Mojave waste for Fallout 4. It's now in early access sort of with parts of the map done.

Features
- Full remake of the New Vegas strip, including 3 functional casinos
- Remake of roughly a quarter of the map (around Ivanpah Drylake and the I15)
- 10 Custom Creatures (3 Brand new ones)
- 800+ brand new remade assets.
- 3 Player homes
- 3 Fully functional casino games - Can be built at workshops and played in the casinos on the New Vegas Strip!
- 3 New Workshops located in the Mojave Wasteland
- 20+ Brand new weapons and 13 unique
- 50+ New apparel items including hats and outfits
- New constructible objects for settlements

Settlement Locations
- Ivanpah Track
- Nipton Road Reststop
- Good Luck Trailer Park (just outside of Nipton)
- Casino Suites (Gomorrah, The Tops & Ultra-Luxe) - Similar to how Homeplate works in Diamond City
 
Oh wow. I'd known that there'd been some drama between F4NV and Capital Wasteland/FriedTurkey and they'd broken up, but I had no idea FriedTurkey had gone off and started his own fucking competing project. Extremely retarded, not based at all.

As to the content itself: It looks pretty good, cool to see New Vegas in 4's engine. Though I will say that I'm not a big fan of how it seems to be on literally a one-to-one scale with New Vegas, I feel like they should have taken more liberties with the new engine and map size to give us more dead space between locations. New Vegas always fellt a little small with all the mountains and how closely packed everything was when compared to the wide-open emptiness of Fallout 3. Adding a bit more empty desert would be a good thing, and would allow for the possibility of random encounters.

Some of the stranges were odd and arbitrary. Don't know, for example, why they changed the layout of the Highway 188 Patrol Station. Don't know why they just put a crashed jetliner out where where is normally a military plane/The One. Though these aren't necessarially bad things, could add some spice to the playthrough.

I did like the expansion of the size of the Mojave Outpost asidfe from the Gun Runners store, but I think that was a gameplay/convenience thing since there are no other merchants in the play area.

I found it really bizarre that they made the strip contiguous, but kept the walls and gateways intact, just with no loading zone. I guess they decided that the strip garbage walls and gates that exist literally only for technical reasons are "iconic"? I can see that case made for the gates, but not the walls. Also it didn't seem like there was any cut content restoration on the Strip, but whatever.

Finally, it looks like the weapon crafting system will be the same painful overly elaborate min-maxathon as Fallout 4's but with New Vegas weapons at the base. Which is a real shame, I would've hoped it would have gotten a haircut. This, along with the facts that they set the justification for going ot the Mojave with Fallout 4 plot elements and that these are the same guys whose main claim to fame is the Fallout 3 project, suggests not the best direction for the project.

(PS: 10mm pistol model looked very underpolished)
 
Oh wow. I'd known that there'd been some drama between F4NV and Capital Wasteland/FriedTurkey and they'd broken up, but I had no idea FriedTurkey had gone off and started his own fucking competing project. Extremely retarded, not based at all.

As to the content itself: It looks pretty good, cool to see New Vegas in 4's engine. Though I will say that I'm not a big fan of how it seems to be on literally a one-to-one scale with New Vegas, I feel like they should have taken more liberties with the new engine and map size to give us more dead space between locations. New Vegas always fellt a little small with all the mountains and how closely packed everything was when compared to the wide-open emptiness of Fallout 3. Adding a bit more empty desert would be a good thing, and would allow for the possibility of random encounters.

Some of the stranges were odd and arbitrary. Don't know, for example, why they changed the layout of the Highway 188 Patrol Station. Don't know why they just put a crashed jetliner out where where is normally a military plane/The One. Though these aren't necessarially bad things, could add some spice to the playthrough.

I did like the expansion of the size of the Mojave Outpost asidfe from the Gun Runners store, but I think that was a gameplay/convenience thing since there are no other merchants in the play area.

I found it really bizarre that they made the strip contiguous, but kept the walls and gateways intact, just with no loading zone. I guess they decided that the strip garbage walls and gates that exist literally only for technical reasons are "iconic"? I can see that case made for the gates, but not the walls. Also it didn't seem like there was any cut content restoration on the Strip, but whatever.

Finally, it looks like the weapon crafting system will be the same painful overly elaborate min-maxathon as Fallout 4's but with New Vegas weapons at the base. Which is a real shame, I would've hoped it would have gotten a haircut. This, along with the facts that they set the justification for going ot the Mojave with Fallout 4 plot elements and that these are the same guys whose main claim to fame is the Fallout 3 project, suggests not the best direction for the project.

(PS: 10mm pistol model looked very underpolished)

I too was disappointed by the scale. The New Vegas Strip being of the same size and scale but with a side-grade of F4 assets seems like it misses the point.
 
I too was disappointed by the scale. The New Vegas Strip being of the same size and scale but with a side-grade of F4 assets seems like it misses the point.
Granted it seems like the same applies to the competing Fallout 4: New Vegas, though it's a little harder to say since all we have is a trailer and they haven't released anything new in months if not a year (suggesting to me that the project is dead, but we'll see). Still, I do feel like F4NV showed more imagination, what with the Wattz laser rifle. Plus, I'm a sucker for a good trailer, and what is this if not a good trailer;

 
How many more of these mods do we need? How many get actually finished? Skywind, Skyblivion, Morroblivion and whatever else that has been announced that hasn't been finished yet? It's a big waste of time. They don't have the manpower, the resources and the time Bethesda and other big companies have to make these projects in a reasonable time.

Because everytime they show some new update, the next Elder Scrolls or Fallout is announced and then they drop the older project to convert whatever older game into the new engine. It's just this endless, pointless loop.
 
Features
- Full remake of the New Vegas strip, including 3 functional casinos
- Remake of roughly a quarter of the map (around Ivanpah Drylake and the I15)
- 10 Custom Creatures (3 Brand new ones)
- 800+ brand new remade assets.
- 3 Player homes
- 3 Fully functional casino games - Can be built at workshops and played in the casinos on the New Vegas Strip!
- 3 New Workshops located in the Mojave Wasteland
- 20+ Brand new weapons and 13 unique
- 50+ New apparel items including hats and outfits
- New constructible objects for settlements

Settlement Locations
- Ivanpah Track
- Nipton Road Reststop
- Good Luck Trailer Park (just outside of Nipton)
- Casino Suites (Gomorrah, The Tops & Ultra-Luxe) - Similar to how Homeplate works in Diamond City
I still don't see anything that truly matters: the overhaul of RPG mechanics, to include the Stat-Skill-Perks(+Traits) GURPS-based system. Iirc, the 'other' project (Fallout 4: New Vegas) has those, unless I remembered it wrong.

So what does this has over the other project, and what's the actual difference?
 
I still don't see anything that truly matters: the overhaul of RPG mechanics, to include the Stat-Skill-Perks(+Traits) GURPS-based system. Iirc, the 'other' project (Fallout 4: New Vegas) has those, unless I remembered it wrong.

So what does this has over the other project, and what's the actual difference?
The only advantage so far as I can tell is that it's out and more or less ready to play, and it has settlements if you're into it, as I understand (though this may be an 'aspirational memory') that F4NV is not going to have settlements.
According to this there was no split:


I think this isn't the whole truth, as I know for a fact that TheFriedTurkey (lead on the Fo3 project) was designing assets for F4NV before some modder drama split, and he's credited in this project as an asset designer, among other things.
 
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