
Thank you.Grand Theft Auto V + FidelityFx Super Resolution 1.0 There'd be no FO:SA without each and every one of you. Hopefully, if you're like me and craving Fallout 4, this will ease the pain of waiting. =Dįor now, please, enjoy Fallout: San Andreas. I know we're all prepared to go into 'Fallout 4 hibernation' for awhile anyway. Then again, I don't want to set any unrealistic expectations, that would be a little off into the future. As well, with a little refactoring of the API for public ease of consumption, the system is simple enough that fellow C# developers could easily extend the mod with their own questlines and dialogue trees. I cannot make any promises though, as much as I wish I could.īut, at bare minimum, there is at least WAY more in store for this mod, because, and as I'm thrilled to share, that adding content is the easy part now that the systems are in place. Almost everything is a mere signal as to what it could become - and, freetime permitting, will become. To the point of being highly repetitive, even. Please do understand that the mod, in its current state, is quite limited in content.

I've always been a big fan of dynamic, unscripted game events, and I intend for this mod, in time, to not only recreate the game mechanics of Fallout 3/NV within GTA:V, but to be almost an entirely new game in its own right, while I attempt to create the level of depth I have always dreamed of there being in a game. If you're able to get past this limitation, then you are in for quite a bit of a treat with where FO:SA is headed. In a world where game stories are told in highly cinematic fashion, there's a certain jarringness about NPCs having lines which they can't speak because they weren't voice acted. Of course, there needs to be some suspension of disbelief for this to work. While FO:SA intends to be as close to an organic Fallout 3/NV experience as possible, it also sets out to put a unique twist on both GTA:V and Fallout - for example: what if literally every NPC in the game (barring story characters) has the potential to become a questgiver, a bodyguard, or even a nemesis? That, an NPC would, at first, just be amongst the crowd, but then, gain some type of significance after the fact? Without being a pre-determined story character?

And about that, you're in for a little bit of a Skyrim-flavored surprise in FO:SA. FALLOUT: SAN ANDREAS introduces a handful of beloved Bethesda game mechanics to GTAV: V.A.T.S, branching dialogue, NPC followers, simultaneously active open-world 'quests', a compass, stealth mode, and even an inventory system where most any item in the world is yours for the taking - provided you don't get caught 'stealing' it and wind up having to offer "gold" to let you slide.
