Fallout 2 mod Infinite Fall

Discussion in 'Fallout General Modding' started by -Ghoster-, Jan 4, 2020.

  1. -Ghoster-

    -Ghoster- First time out of the vault

    11
    Jan 4, 2020
    Hello guys, it's been years and years of personal growth and demystifying the great mystery of life since I last modded Fallout, but lately I had a pretty outburst of nostalgia and decided to do some writing (it's really nothing, but perhaps some of you might be dreamers like I was, sometimes it's fun to just fantisize). Way back when my English was hopeless and I was a youngster with whole lotta time, I had been working on a mod called "Infinite Fall" with a small group of Polish fellas from the Shamo community; our project never grew to any considerable size, mostly due to my own indiscipline, and it seems that all the screens and music is lost today (I tried to retrieve some through web archive engine, but it didn't work, my own storage of files was lost years and years ago), but since it's one of those hundreds of mods that never got and never will get released, I'll talk briefly on what we planned 10 years ago or so.

    The main story of Infinite Fall (or at least the last versions of it, after the idea migrated from California) rooted in the characters of psykers from Fallout 1, which escaped the Cathedral before the explosion. I remember it being a rather forceful, although really fun idea of bringing the fantasy element of people with extraordinary psychic powers into Fallout universe, although player wasn't supposed to meet most of them except for the very beginning and the end of the game.

    I won't get into much detail about the story itself, other than some basic premises that I still remember and was able to reconstruct from the scheme back then. Player was supposed to play through three different characters in the course of one play. I have no idea how were we to implement it, I guess we wanted to get rid of the customized character creation and have players use the three characters of choice to unravel the whole story. First of which was Laura:

    The story of Laura was chronologically the first one, presenting her life on a farm near Boneyard, appearance of the Children of the Cathedral and pacification by the Unity, which eventually deteriorated into her being a captive in the L.A. Vault and 'trained' to be a psyker. It was supposed to give an idea of what was happening in the Cathedral and providing a narrative for all four of the known psykers. Part of the fun was hiding in the closets and other containers from the Nightkin while sneaking into the chambers of Morpheus and the Master. Now, this part of the story was happening a little bit before Fallout 1 and it was only in the vicinity of Los Angeles. Next character, or a pair actually, was already presenting story from a perspective many years ahead and actually on the other side of the continent.

    Xavier and Louie were two muties, who were the only survivors of an ambush of the Steel Plague, when it begun to clear the wastelands from Master's creations, pushing them towards the east coast. The story was mainly about their adventure through the States, being chased, ambushed, separated, having troubles with a car (they were supposed to drive an old tank truck, which eventually died before they arrived to Washington) and so on. Somehow their story was connected to the last character, which gameplay was much more like the original Fallouts, meaning an open world with a worldmap and a full-scope character development (meaning the evolution of difficulty and such - Laura's gameplay was mainly based on sneaking and stealing, Xavier and Louie's on combat and conversation, both heavy in cinematics, while story of Victor was much more rounded.

    His story began before the entrance of Vault 7, where he was let in as the first contact ever received from the outside since the war. Well, he was supposed to wake up right at the vault's door, suffering from a complete amnesia (yes, done to death, even ten years ago when it was in making). He would go out into the wastes, finding himself somewhere south of Washington. His story would eventually connect both with that of Xavier and Louie as well as that of Laura (to a lesser extent) and the psykers, which were responsible for his state of memory. Now this is the worldmap that I made quite recently having all these concepts in mind for those many years:

    More detail: green lining and yellow lining.
    I won't talk about every single of these locations, but basically there were a lot of conflicts in the north being caused by raiders named Cobras.

    Which were a pain in the ass for the local Mohegan tribe.

    The cities in between these and the south were all somehow different, although how exactly escapes me now. There was supposed to be a tanker in the Neon Harbor, a big monastery with rich catacombs underneath it and monks making their own self-sufficient community nearby Philadelphia, a war-camp of Valkyries down the south, which was training people into an army that would march against the Steel Plague.

    A devastated city full of Deathclaws called Tartarus (we wanted to change all the sprites of deathclaws into Goris' sprite without the robe and make them really, really scary and tough), were scavengers from Elysium were going out gathering resources. Player was to help them in a couple of such escapades and one of the missions was engaging him in sneaking through a lair of sleeping Deathclaws and burying a couple of them under the ruins after detonating the building. And there was also a legion of Steel Plague lurking at the outskirts.

    And, of course, two far-off, mysterious locations, crucial to the main story: Tuscarora Forest and The Chasm (I won't tell you anything about them, that's how mysterious they were!).
    And a sprite of the end-boss:


    So yeah, this isn't a teaser per se, it's just my own nostalgia-trip to back in the day, when I would begin a project that would be way too big for me (I think most modders go through this page, few actually end up making something like Fallout of Nevada - God bless you guys, I remember playing it in Russian while learning the language and having a lot of fun). Who knows, maybe some day. Meanwhile, thank you for this short trip to the cemetery.
     
  2. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    It's a long shot, but I'm guessing these critter repaints are all there is? I especially like the idea of the repainted peasants.
     
  3. -Ghoster-

    -Ghoster- First time out of the vault

    11
    Jan 4, 2020
    Not a long shot at all; as I said, the files from this mod were lost many years ago (unless some of my fellow participants have saved them, but I doubt it), although we did make sprites for this mod. Particularly I remember spending a lot of time on a leather jacket redhead girl sheet - I guess it already is somewhere out there in the modding community though. It's really a shame, because none of the maps survived. Makes me wanna go at it again - have someone improved the tools for modding Fallout 2 in the last years? There was this FOnline thing which looked quite promising in terms of new engine...

    Btw. can you submit this thread? I wanted to edit the post, but it requires approval.
     
  4. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Don't think I can do anything in that area except approve posts waiting to be approved. Maybe @Hassknecht knows more, I'm just a dummy dum dum.


    Personally I like the idea of the psychics in Fo1. I mean, I wouldn't want them to be everywhere in Fallout, but their existence in the first game was pretty cool, imo.
    Your recolors of them kinda makes me want to create them for real and implement them into Fo1in2. Did some tests with the red shirt and it's not *that* much work (still a lot, though). However, they wouldn't require weapon animations, so that would cut down the amount of frames quite a lot.
     
  5. -Ghoster-

    -Ghoster- First time out of the vault

    11
    Jan 4, 2020
    Yes, what I've been thinking with all of these sprites is that they're not impossibly frustrating to make if you just do a simple recolor, especially for the ones that would use only one weapon (or none, the very first sprite in this thread - Wiggum the psyker - was supposed to run away from the player, summoning various hallucinations to fight with, so in this case a simple recolor to white of the basic movements, deaths and perhaps an animation of throwing would suffice - not that much work indeed).

    I mean, if we'd be serious about making new sprites for Fallout (apart from recolors), I think the best would be to actually start from "extracting" different parts of sprites and saving them as such, to reuse them later for making other sprites (what I mean is: separating the bald head from from every bald guy sprite and keeping a file with "all the variations of the head" to paste into other sprites some day, it would save a lot of time). But, well, it's tedious and we all know it. Recolors are probably the simplest idea.

    As for the psychics, I felt that too. Well, in this mod, they were supposed to find a military establishment in which they'd find themselves a shelter, descending deeper into madness living in isolation and talking to the walls. Helios, the end boss, was to have a cinematic in which he'd create a multum of hallucinations and then set them all on fire (obviously it's only wishful thinking I'm writing here, I have no idea if that's implementable without an actual flamethrower). Such things would be nice for a special occasion, but not for the entirety of Fallout.