**FALLOUT: old world Scars**
While I typically do a lot of Source engine projects, it's been a long time dream of mine, since skyrim came out, to do a bespoke open world mod for a bethesda game, tried with skyrim, with new vegas, but Fallout 4 has been the best case so far, mostly because the editor is far better held together compared to the others (oh lord if you think new vegas is unstable, wait till you see it's editor)
Old world scars/ Drifter is the working name for my Fallout 4 based project, a full bespoke landscape and custom campaign, which has been a side project of mine for a year and a half now, mostly sat in planning documents.
Creation engine's a unique beast, but it's been a great experience in getting to grips with open world & quest design, as well as the likes of scripting with papyrus and learning how to write for dialogue trees.
I'll show what I've got so far!
**The World**
This mod is set in the Canadian wilderness, far from major cities, but still hiding many pre-war secrets from the days of US annexation prior to the great war
This is my current area of focus for the project, with about 1/5th of the area space at least landscaped, a dozen noted locations to discover, one claimable settlement, and a few early wip dungeons. My goal for now is to produce the starter half of the game world, fully populated with loot, encounters, interiors, ect.
every added location helps to prove out more of the mod's more survival and crafting orientated approach.
**Factions**
Being so far away from typically established games, the mod features almost exclusively unique factions, specific to the setting.
- The Hunters (WIP Name) - A co-operative of Survivors within the region, whilst largely independent, all work together to keep their life in the region sustainable.
- The Poachers (WIP Name) - A mix of Super mutants and Descendants of pre-war Canadian rebels, they reside within the eastern half of the region, Hunting for outsiders that trespass into their territory
- Steel Trail Nomads - A nomadic tribe, renown for their expertise and seemingly religious commitment to pre-war trains and their old tracks, they travel the remains of north America, repairing miles of track for the sole purpose of journeying across the continent. Splintering into sub groups as new trains are found and made operational during their travels.
- Chicago Tech Hunters - A broad covering name for those Travelling far from the ruins of Chicago, Tech hunter companies, opportunists and settlers all from the same ruined city travelled far north under the promise of a secret military base stocked with enough to supply an army (or one massive payday), they've descended apon to the region in droves, disrupting the otherwise unassuming region.
- The Bastion - Pre war ghouls Residing within the remains of a remote military base. terrified of the outside world, they are highly isolationist and well fortified, still holding onto pre-war weapons, resources and training.
Most factions will see re-use of assets from Fallout 4 and it's DLCs, but some will be receiving unique faction armours and clothing, the poachers for instance, already have themselves a faction outfit, helping to establish them in the world better.
I'll share more soon regarding gameplay vision and roleplaying as part of the project, but I think this is sufficient for a first post.