BecomingNightz, (edited )

There’s a group of modders that have been working on a project like this for a few years. It’s still a WIP, but it’s exciting to see their progress every so often. Fingers crossed it can come to fruition! 🤞

twitter.com/Project_F4NV

GnuLinuxDude, (edited )
@GnuLinuxDude@lemmy.ml avatar

I would like to say “oh does this mean that one day we might play all of f:nv in a better game engine?”

But then I remembered an experience I had recently. I tried playing Fallout4 on my PC with my 144Hz display but with a frame rate cap of 60fps set by MangoHud. The technical experience was one of worst I’ve ever seen in gaming in this way. Plenty of other games can handle this setup just fine, but Fallout 4 ended up being a jittery, unsatisfactory mess.

And that’s not to say NV runs great. You need a tick fix mod and possibly some others, but once you have those in place it performs well enough.

garrett,

I saw a video the other day that compared F:NV via DirectX 9 and DXVK on Windows and how DXVK (and Vulkan underneath of course) does magic to make it so much better with frame pacing.

youtu.be/tGF0tKPVbqY

It’s funny how we get that by default on Linux, and Windows folks are trying out parts of Proton to improve their gaming experience in Windows in various games. 🤣

What’s even funnier is that at least in the case of New Vegas, it’s actually even better on Linux, as it compiles and caches the Vulkan shaders, so we shouldn’t have any hiccups (once it’s cached), at least if you’re running it in Steam.

Sharpiemarker,

That’s wild because I’ve played about 5 or so hours of NV on Steam Deck.

GoodEye8,

I would love a full remake of New Vegas with cut content added back. There should be enough content to make it feel different while still feeling like New Vegas.

OneCardboardBox,

oh does this mean that one day we might play all of f:nv in a better game engine?

Yes, and that engine is called OpenMW. Don’t expect NV to be playable for a long time, though.

youtu.be/fwx2AW9A0Xc?si=QHzAZZ-dYXzW8nI9

dangblingus,

Generally, Creation Engine games can’t run reliably past 60fps. Skyrim is a perfect example.

GnuLinuxDude,
@GnuLinuxDude@lemmy.ml avatar

With Skyrim you can install this mod www.nexusmods.com/skyrimspecialedition/…/34705 to play it reliably at greater than 60fps.

Frankly, they should just free up the source code to Skyrim already. It’s always the fans who are adding in the real enduring value to these games, not Bethesda.

bl4ckblooc,

What is the difference between Fallout: New Vegas and ‘the base game New Vegas’?

SnotFlickerman,
@SnotFlickerman@lemmy.blahaj.zone avatar

I would assume “base game” means everything but the Downloadable Content.

Also, it seems like it specifies that it can only convert models and plugins for Fallout 3, while it’s able to do the whole map of New Vegas (what I assume they mean by ‘base game’) but that doesn’t include NPCs, creatures, or quests. Just the map.

Via Nexus Mods:

About this mod

Convert models and plugins made for Fallout 3 / Fallout: New Vegas to Fallout 4. The included script will convert the Fallout: New Vegas base game to Fallout 4 (currently excluding NPCs, creatures and other gameplay elements). The tools inside can convert any other model/plugin made for these games to make them compatible with Fallout 4.

bl4ckblooc,

That’s explains it, thanks. You should be getting commission for the article 😂

hiddengoat,

You're reading the sentence wrong. Because it was written stupid. Maybe? I think?

What I THINK they're trying to say is that the models and plugins were ported from FO3 and FNV, but only New Vegas has the ability to be played at this time, albeit without quests or NPCs. So you can run around but not much else.

bl4ckblooc,

“The script can convert most models and plugins from both Fallout 3 and Fallout: New Vegas, as well as the base game of New Vegas, from their native game engine of Gamebryo. “

It’s definitely written very stupid. The only thing that makes sense is that they are using different builds for FO: New Vegas with all DLC, and maybe the basic un-updated version of FO:New Vegas? Tbh I just assumed it was something that was helped with AI and it didn’t get caught by editing.

Edit-looking at another comment that linked the Nexus page, it looks like they are taking about the base game of New Vegas being ported into the Fallout 4 engine, and the assets from both games. Worded terribly for sure.

PM_ME_FEET_PICS,

New Vegas had one of the best settings in the 3D games but the gunplay in Fallout 4 was much better. Hopefully there is a full conversion of this.

jojowakaki,

I hope something comes out of this other than a cease and desist order or worse a lawsuit.

GreenMario,

They’ve allowed the Skywind and Skyblivion projects to continue, under the assumption you’ll need to own the previous games in order to run the mod.

wizardbeard,

I thought both of those projects were explicitly not using files and models from the original games, but were instead recreating the content.

GreenMario,

They are but I heard they have to do a check to make sure you have them in your library or something. It’s been a couple of years and I’m pulling from memory.

CitizenKong,

Yeah, something like Enderal is similar in this respect, it doesn’t use any assets from the original game as far as I’m aware but you still need Skyrim installed to run it.

MomoTimeToDie,

A lot of total asset replacement mods and ports require some form of check against a legitimate copy, such that they aren’t distributing copies of a game, just a way for people to modify their own copy. It isn’t a flawless legal defense, far from it, but it’s a whole lot better than just getting hit with “you’re just outright distributing a copy of someone else’s game”

hiddengoat,

Has Bethesda ever C&D'd a mod? This isn't even the first conversion of one Bethesda game from one Bethesday engine to another.

EDIT Happy Bethesday, everyone!

M137,

You seem to have confused Bethesda for Nintendo. There is no reason to even have the thought you had and decided to comment.

Lemmitor,

He had a more valid reason to post his comment than you did for the tone of yours.

SnotFlickerman,
@SnotFlickerman@lemmy.blahaj.zone avatar

Arguably, while it would have been a lot harder to do, they might have tried slapping it on Starfield’s game engine simply because the gunplay is so much fucking better than Fallout 3, New Vegas, and 4.

It’s one of the few saving graces of the game, the combat doesn’t totally suck.

JohnWorks, (edited )

Better yet just mod it into starfield as a planet lmao. New mission something about investigating a world where the colonies nuked each other. Arrive at the world and get shot in the head by Benny. Cue F:NV in starfield.

tslnox,

I believe you meant “cue”, no “queue”. Why would you stand in line before playing the game?

InEnduringGrowStrong,
@InEnduringGrowStrong@sh.itjust.works avatar

Maybe they’re British.

JohnWorks,

Yeah you’re right. Changed it although I would wait in line to play a game if it was good lol.

PM_ME_FEET_PICS,

Thanks iD software for that.

Honestly the new Fallout should be given to Obsidian and iD. Bring Chris Avellone in freelance and let Bethesda work on thier GAAS Elder Scrolls 6.

ISOmorph,

I never understood the recurring argument that gunplay in Fallout 4 is better than 3. 3 and NV are built around VATS while gunplay is an afterthought, and 4 turned that around. It’s like comparing apples and oranges.

mambabasa,
@mambabasa@slrpnk.net avatar

Oh I never thought of it that way.

Lols,

because intent isnt relevant to a product that sells based on how well it keeps you engaged in practice

Fraylor,

The reliance on vats is a problem. It should be a tool, not a solution.

ISOmorph,

That’s just an opinion, not an objective truth. Fact is, VATS was implemented in 3 and NV because it’s a Fallout staple and basically was the core combat mechanic in 1 and 2. In my opinion VATS is one of the many things that made 3 and NV better than the more recent iterations

PM_ME_FEET_PICS,

Aiming was not a core mechanic in the first two Fallouts. It’s actually an underused mechanic because one of the best traits disables it. VATS lasily tries to combine the aiming system and the turn based mode of the originals and fails. Fallout 4 did VATS better.

Bethesda admitted VATS was included because they couldn’t get a hang of guns in thier engine.

New Vegas devs disliked the implementing of VATS and improved the gun play in several ways.

ISOmorph,

Fallout 4 did VATS better.

Again, just another opinion formulated as if it is fact. To me VATS was not usable in 4 but 3 and NV did it perfectly

Madison420,

I dunno if it wasn’t usable I just never used it. If I can aim I’m going to aim, I didn’t use it in nv either because they actually made aiming a worthwhile thing to do.

PM_ME_FEET_PICS,

New Vegas did VATS perfectly by recommending not using it?

ISOmorph, (edited )

I played NV for several hundreds of hours. I can’t remember a single popup that said “please don’t use VATS”. But that’s beside the point anyway. It’s the same implementation as in 3 and it was just right for me.

Gurei,

Underused Tell that to Horrigan, after all the groin shots (and punches) I’ve given him across my playthroughs.

Fraylor,

Fair, it is just an opinion and not fact as you say. It’s just when I’ve watched anyone play its always been VATS - run around while ap replenish, VATS again. Until all enemies are dead, if it wasn’t an overwhelming majority of the way people I’ve personally observed play, my opinion would be different.

clay_pidgin,

I’ve never used VATS, and I’ve beaten 3, NV, and I’m almost done with 4. I don’t care for it, so I raw dog the shooting instead. Works fine. Maybe headshots are harder on console.

Squirrel,
@Squirrel@thelemmy.club avatar

Ah, console, that might make sense. I never had any trouble with aiming in 3 or NC, either. I rarely even considered using VATS.

Weirdfish,

Fallout 3 used RPG mechanics that caused weapon spread based on character stats, so unless you put points into gun skills you’re going to have a hard time by design.

I’ve beaten all three modern games on console both VATS and free aim. Fallout 4 has by far the best shooter mechanics, it’s what ID software does. Iron sites in Vegas certianly helped as an FPS, but it also removed the RPG gun spread and replaced it with requirements to use the various weapons. This made your ability with guns binary, you could either use it or you couldn’t. In 3 it was a progression.

In the end, I guess it just comes down to taste and what you are looking for in the game. Its Bethesda so you know there is going to be jank. The shitty collision objects in 3 were always far more a problem for me than the weapon mechanics.

Having said all that, I’ve been watching the development of this mod for a long time and wish I had a PC to play it on.

PM_ME_FEET_PICS,

VATS was a terrible integration of the aiming system of rhe early Fallout games.

Fallout 3 implemented VATS because Bethesda didn’t know how to incorporate guns well to the game, this was self admitted. Bethesda had proven they couldn’t handle the IP in a lot of ways this one just one of many.

New Vegas isn’t focused around VATS. They actually disliked the system and designed gunplay to be better than Fallout 3. You can actually ads in New Vegas.

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