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News for Wednesday, August 31, 2005

Posted by Brother None - at 19:53

There was a filing from Interplay that we missed a week or two ago, so let's go over it quickly now:

Interplay's total cash balance stands at 31 thousand USD, total assets at 547 thousand USD. Their cash deficit as of June 30 was 17,5 million USD. Their net income over the three months leading to June 30 was 320 thousand USD, with a total revenue of 631 thousand USD.

This is a nice note in light of recent events:

We have received notice from the Internal Revenue Service ("IRS") that we owe approximately $117,000 in payroll tax penalties for late payment of payroll taxes in the 3rd and 4th quarters of 2003 and the 1st and 2nd quarters of 2004. Such amount has been accrued at June 30, 2005. We have received additional notice from the IRS corresponding to the reconciliation of tax year ended 2003 with a potential increase of $45,480 in payroll taxes, the company will be responding to this notice.

We have received notice from the California Unemployment development Department that we owe payroll taxes and penalties of approximately $101,000. We have received notice from the State Board of Equalization that we owe approximately $64,000 in State Use Tax.
This one is a bit odd too:

During the 3 months ended June 30, 2005, management entered into a settlement agreement with a developer under which the company was released from $918,000 of accrued royalties. This developer received an exclusive license to a trademark under certain conditions for the purpose of making non massively multiplayer video games.
Whonowwhatnow? What developer? What license? And apparently, Interplay has no games in development after the cancellation/cutting off ties of Ballerium and is (still) seeking a sale or merger.

Link: SEC filing on

Spotted on Gamasutra, thanks to an anonymous tip

News for Tuesday, August 30, 2005

Posted by Brother None - at 18:57

Last Thursday, Interplay had a hearing about the wages and vacation money Herve still owes his former employees. interplayrip from Raging Bull had this to say:

There were quite a few ex-employees present over the 3 separate days. Herve pulled a no show each day and left Interplay with no representation. Most of the meetings were very quick with the employees basically rehashing the claim documents and amounts that the state said they were owed. A ruling is supposed to be made this week and a letter should be sent out shortly after notifying the employees of the decision. If a ruling is made in favor of the employees, which is almost assuredly will be, the ruling will be sent on to the courts in which a judgement against Interplay will be sought. If the judgement is awarded it us up to the employees to collect by means of attaching leins to bank accounts, assests etc. The local law enforcement and/or collection agencies will almost assuredly need to be involved.

As to why Herve was a no show? Apparently he is in the middle of a divorce in France and can't be bothered with silly little hearings such as these.
Link: post on Raging Bull forum

Posted by Brother None - at 18:53

The French gaming magazine Joystick (#173) has revealed some very interesting rumours about Bethesda's upcoming Fallout 3. A rough translation:

The atmosphere there is one of study, like the image of the artist leaning (poring) over several "concept art" pieces from Fallout 3. Ooh la la, it is a shame I`m not authorised to speak about what I saw regarding that subject. Why do I talk about it then? Bah, just to sicken you, of course. Come on, patience (and confidence)!
I'm painfully unsure as to what this means. Is the artist leaning over old concept art from Van Buren in studying the subject of Fallout? Or is he drawing up new concept art for Bethesda's Fallout 3?

The journalist visited Bethesda's head-quarters, according to the original poster of the news.

Spotted on Nuka Cola, thanks to Briosafreak!

Posted by Silencer - at 16:13

kumquatq3 posted a few graphics at the Obsidian forum from the cancelled Van Buren (BIS' Fallout 3 game) that we didn't seem to hitherto have, observe:

The first one is, according to my info, a field laboratory for Science-oriented characters, and the latter - well, that must be a character creation screen, innit?

Also, in our Files section, you'll find a set of TrueType fonts from VB, for modders et consortes.

Links: Thread at Obsidian fora, NMA Van Buren Gallery, Van Buren Fonts

Thank you Briosafreak!

UPDATE: Briosafreak also linked to an image from the VB techdemo at the Nuka-Cola forum

Posted by Silencer - at 16:02

Vincent let us know of Hell's Gate, which is a post apocalyptic RPG played in the year 2020, after a devastating nuclear war.

Following the Great War...which lasted about three weeks, the Territory Wars began, all forms of government had been deleted. Anarchy was the norm. For a solid decade remnants of countries fought with small armies to secure the last of the habitable Earth. A new generation of people were fighting each other off for the right to live...
Present Day 2020...The world is a horrible place to live, man has suceeded in his ultimate goal of self destruction. In the new dessert of the mid-west you either kill or be killed...but life in a small town is starting to grow, for good or ill...its growing. Welcome to Hell's Gate.
Well, fallouty, except it's modern, not retrofiftyish. Check it out if by chance you're a fan of online RPing.

Link: Hell's Gate

News for Monday, August 29, 2005

Posted by Brother None - at 19:30

GameSpot is doing showcases of a number of cancelled games, including BIS' killed products TORN and Van Buren. There's quite a lot of factual mistakes in there, but it's worth the read. MCA had some comments to add:

"For Fallout 3, I wasn't there for the last six months of the project, so I couldn't say for sure. I will say that from what I saw of the demo, a number of interface issues were working, basic combat was working (as well as some neat combat AI), and a number of props and pieces of the tilesets were done. I know a number of area overviews and concept art were completed, and some dialogue writing, but I don't know the full extent of it." Yes, Fallout 3 is being developed, but by Morrowind creator Bethesda Softworks. "I doubt it will be the same Fallout 3 we envisioned at Black Isle, but I think at least now there's a good chance it can be finished," says Avellone.
Gamespot had the following things to say:
What more could a Fallout fan possibly want? Fallout 3, of course! This game, code-named Van Buren by Interplay's internal Black Isle Studios was supposed to be the series' magnum opus. While the first two games had been set in California, the next chapter was going to take place in the Rocky Mountains, in and around the settlement of Denver. According to excited developer commentary and leaked screenshots, Black Isle Studios had developed a brand-new 3D engine for the game (Fallout 1 and 2 were both sprite-based and isometric), and they were planning to introduce a range of revolutionary new features to the Fallout universe--perhaps including online multiplayer and cooperative play.
Link: TORN Heartbreakers article on GameSpot
Link: Van Buren Heartbreakers article on GameSpot

Thanks Briosafreak and someone who forgot to leave his name!

Posted by Wooz - at 3:25

I've been on a long holiday, so I was unable to approve or disapprove any Fan Art from as far back as July, but here we go, we've got some goodies from our users.

Jahakob souped up a photo by our Polish friend Remek, now it looks more like it:

_Raven_ rendered this cool atomic cloud for your eyes only:

frissy a.k.a. ÜberBää! positively ought to apply for a job with some concept art he made:

Also, Argonnot posted a sketch of a power-armoured fellow, monsharen rendered a bulky set of a hazard suit, and Igor Uritskiy made us a new (in a way) Highwayman. Which absolutely, utterly, rocks.

Stay tuned, as I took a lot of "Fallouty" pictures on my trip, and plan to group them and post them all together in the next week.

Linkypooh: Fan Art Gallery

News for Friday, August 26, 2005

Posted by Silencer - at 17:03

Wastelands' Rangers linked from their site to Tariq Raheem's showcase, there are some concept art for Fallout Tactics there that I'm pretty sure haven't made it to the Bonus CD, maybe you'd like to check it out.


News for Wednesday, August 24, 2005

Posted by Silencer - at 23:19

A new postapocalyptic online comic sprung up, it's called Gone With the Blast Wave, *do* examine it; Although the protagonists seem like a post-nuclear version of Beavis and Butt-head, it's not as if there's an overabundance of well-drawn PA comics, now, is it? Furthermore, perhaps it's just for that grotesque twist...

Additionally, Post Nuke Comic by Andreas Duller has been updated with another page of Chapter 7, be sure to have a look at it, too.

Spotted at

Thanks Pit!

News for Tuesday, August 23, 2005

Posted by Silencer - at 15:47

Zach Kelley tipped us that Wizards of the Coast have refused to renew Arthaus Publishing license to publish Gamma World line products beyond 2006. Effectively, White Wolf Publishing, the partner of Arthaus, is selling out those handbooks at fourteen bucks.

Gamma World is one of the oldest, if not the first, post-apocalyptic pen&paper RPGs.

The Final Wars destroyed civilization. Competing forces battle for control of the shattered remains, using everything from strong fists and cold steel to the most advanced science of the old world and mysterious new powers of the mind.
Link: White Wolf Online

News for Sunday, August 21, 2005

Posted by Silencer - at 16:18

$py from TeamX let us know in the forum that they released a new Fallout 2 util, the Mr. Fixit:

"MrFixit" is more an add-on, than a mod, that adds the ability to batch various items by your own hands to the game. To be some more correct, it is not
an add-on - it is a tool, which allow you to think out and add to the game new items to batch and use this idea in Your own mod
Get it from TeamX or our Downloads.

Link: Mr Fixit 1.0 (English), Mr Fixit 1.0 (Russian)

News for Saturday, August 20, 2005

Posted by Brother None - at 15:42

Pete Hines has once again been asked about Fallout 3 and once again brushed off the question. I'm not sure why interviewers keep asking when they do know the answer. He does mention that Fallout and TES are now the franchises Bethesda is focusing on and also has the following to say:

TCW: "Any news on Fallout 3?"

Pete Hines: "As I’ve said before, we believe in taking the requisite amount of time to do a game right. Oblivion is a good example of that – it’s already three years in the making and wasn’t even announced until it was more than two years in development.

All we really announced last year was that we had acquired the rights to develop and publish Fallout 3. So, for us, it’s still very early in the process and we don’t like to talk about our projects or show anything on them until we are much further along the road to completion and actually have things to show.

We believe that great games are played, not designed, and until you take all those ideas and implement them and see if they work, you really don’t know what you have, so why bother talking about them? For example, we designed three complete combat systems for Oblivion before we finally found the one we liked, so as a result it would have been really pointless to talk about the first two at the time, when it turns out they ended up getting completely redone."
Nothing really solid. The interview is interesting because it reveals some Bethesda philosophies, including a worrying bit about console vs. PC.

Link: Pete Hines interview on the Console Wars

Spotted on DaC

Posted by Silencer - at 0:57

It seems that while we're waiting for the rumoured The Fall 2, not to mention the phantom international release of the game, a stand-alone add-on is in the works, called The Fall: Mutant City.

It's going to be some sort of an expansion pack, with a new storyline, new quests, eight new party characters, all set in the year 2086. The title is scheduled for release in 2006.

Link: The Fall: Mutant City at

Thanks Beatrix (and Lannister)!

News for Friday, August 19, 2005

Posted by Brother None - at 20:52

The Washington Post did an article on Bethesda Softworks, its history and its owners, which mentions Fallout as being in production. It has a lot of interesting stuff and details and is generally a good read. A bit:

Altman said that Bethesda employs just over 100 people and that the staff will probably double in the next six months as the company gears up to make more cutting-edge titles. The company's kitchen is out of commission to make way for the growth; in the works are a sound studio and a "motion-capture" studio, where an actor's movements are recorded before they are translated digitally into the game world.


In development is a sequel to a popular role-playing game called "Fallout," to which Bethesda recently acquired the rights. The company also has action games in the works for Disney's next "Pirates of the Caribbean" movie.
Link: article on Washington Post

Thanks Briosafreak, who spotted it on the RPGCodex

Posted by Silencer - at 19:52

Yes, it does work that way. We've gotten a tip that Cameroon is in mid-transition to Fallout currency.

A beer promotion in Cameroon has drinkers hauling home extra bottles of beer, the country awash in bottle caps and the caps being used for currency.

Competing beer companies offer prizes under every cap, and almost every $1 bottle of beer has a winner under the cap, with the smallest prize being another bottle. Other prizes include mobile phones, luxury cars and of course more beer. About 20 million caps have been sold and given away this year.

The BBC reports that consumers have begun to use winning bottle caps to pay for taxi rides.

"Virtually every consumer of beer in Cameroon has a chance of winning," said local journalist Martin Etonge in the capital, Yaounde. "Sometimes you go out just for a bottle and you find yourself coming back with four or six free bottles because of winning caps. A bottle of beer costs about $1 and that's just over the cost of a township taxi drop."

He said five beer caps would be enough to cover someone's taxi expenses for a whole day.

"Taxi drivers are also using the caps in their fishy deals with the traffic police," he said. "So they can get off by giving one or two caps to the officers."
Yes, the end is near. Plus, it just proves that Africa isn't even at par with NCR when it boils down to the financial system.

Link: Bottle Cap Currency Story @

News for Thursday, August 18, 2005

Posted by Silencer - at 21:37

Avega let us know at the forum that he's made a mod for Fallout that gives recruitable NPC's (bar Dogmeat) some new abilities and options to set combat tactics, also, we learn that he's made an unofficial patch for the game, to be used in conjunction with the mod. Both files are available from the NMA downloads section.

Links: Avega's Unofficial 1.3 Beta patch, NPC upgrade mod for Fallout

News for Friday, August 12, 2005

Posted by Brother None - at 22:11

Lich has passed the tinkering stage and is now working full-blast at his mod:

I started regular work on my project. Before it was mostly exploring inspirations and experimenting. Now I've made a completely new story. This will be a simulation of a single person's life after a nuclear war. Will he/she survive in the radiactive wasteland? The radiation is small now but everything has been mutated. You've been hidden in a shelter for some years, it's time to walk outside and explore the world. But danger is lurking everywhere. You can meet other survivers that will tell you about nearby areas, where they live.


-increased realism, RPG details, life simulation
-many new areas to explore, start area is your "home"
-many new items to find, like wilderness food
-experience gained only from locations (removed randoms)
-pip boy removed to increase realism and difficulty
-no starting quest other than survival, big quests opened up around level 4-5

Experience system: small locations with NPC that will help you about medium locations, where you gain exp and items, that will be useful in final big location (to enter there and do some things)

Already i got unofficial demo v1.1 that complete change starting area (alternate Arryo) It's only for testers. To be BSM tester you must be just Fallout fan and interesting with Black Steel project. PM Lich if you're interested.
And since sending us the update, he's reached v1.2 of the demo, adding a new starting location plus new location s14 where Klamath was.

Some new screenshots:

News for Thursday, August 11, 2005

Posted by Silencer - at 17:34

The New Dawn project have bought a new engine:

Due to rapid develpoment of our project we've decided to move from our current 2D engine to 3D, giving us more capabilities in creating the game world. We've chosen an excellent ready-made Truevision3D engine. Thanks to it, the New Dawn game will present itself equally great from the graphic standpoint, more it more contesting. This will also speed up further work on the game.

At the moment we are completing a game development team, to create a semi-professional group. We're looking for programmers, 3D graphic artists and a writer
Link: New Dawn

News for Wednesday, August 10, 2005

Posted by Silencer - at 3:43

Now, it's certainly not to raise hopes nor distort images, and it's not really Fallout news, but Bethesda's Gavin Carter gave an interview to Next Generation, and he speaks a little bit gives some promises about the capabilities of the Radiant AI system that is going to govern the NPCs of TES4:

Explaining their decision, Carter says, "Scripting tends to be very limited in its ability to adjust to a situation. With scripts, the character plays out the scripted actions exactly the same way every time. Radiant AI allows for varied responses based on the situations and the characters. For instance, a hungry character might steal, a lawless character might kill, and a fearful character might run. We have random conversations that will change based on a number of factors. With our continuing world of full day/night cycles and NPCs with real character arcs, players expect characters to behave like real people. Radiant AI accomplishes this goal much better and more easily than scripting ever could."

"The Radiant AI system dictates the daily lives of all 1000+ NPCs in Oblivion," Carter explains. "They all have 24-hour schedules which include activities like sleeping, eating, going to work, and reading to name a few."
Which will - perhaps - translate to more actual life in the Wasteland than we're used to.

Link: Interview with Gavin Carter at Next Generation

News for Tuesday, August 9, 2005

Posted by Silencer - at 1:21

The official S.T.A.L.K.E.R. page has been updated with new fan art, fan photos, fan music and the August S.T.A.L.K.E.R. calendar.

Nice, now how about the game?

Spotted at Oblivion Lost

Posted by Silencer - at 1:10

The Roadkill Warriors, a HL2/Ut2004 total conversion has had a little update, info about the progress is scarce, but there are some renders to look at:

I have contacted our host about this and the problem is being solved and hopefully the forums will be back up online next week...but no promises. Sorry for the inconvenience.

As for the forthcoming patch, those of us that arent on vacation are working on it so the progress is slower than usual.

Now for some eyecandy...
Link: Roadkill Warriors

News for Monday, August 8, 2005

Posted by Brother None - at 17:33

Dan Prentince made a visual effects reel in a post-apocalyptic setting that can be viewed at the Vancouver Film School site. It is a very short film, with a CGI soldier pasted in that looks quite a lot like a BoS paladin. It was obviously made to showcase skills with special effects, but makes for good viewing nonetheless.

Link: visual effects reel on

Thanks NukeouT

Posted by Silencer - at 16:37

Well, it seems that in addition to the Fallout: Rebirth of Civilization mod that is being worked on by Thorgrimm, another one is currently in production. Flamescreen annonced his Wasteworld, which is likewise PA-themed.

I've thought that the starting year for the best result in all possible purposes of my thoughts, will be 2273. Leaving room for some of the new elements brought in the FO world.

And some ancient concept art that was dropped in the process of creating more stuff. Partial made on poser, partially on Cinema4D.

The protagonist of the scenario will be a part-old, part-new civ, the "Vault Commonwealth". Traditional FO elements will also be present, of course, to the best of my abilities.
Ah yes, praise diversity. Now I will have TWO reasons to reinstall Civ3.

Link: Wasteworld thread at Civilization Fanatics' fora

Spotted at Duck and Cover forum

News for Saturday, August 6, 2005

Posted by Brother None - at 17:23

Haris and his helpers have finished the sequel to his first mod, Wasteland Merc, and it looks to be quite an expansive mod:

Features: 19 new locations, custom weapons, missions, dialogs and more. This is not an add-on, it is a campaign all its own.

What the mod is about: In this mod you are not the chosen or vault dweller, but a simple mercenary warrior that goes around the wasteland looking for missions/jobs. All missions/jobs are redoable and are intended to be done multiple times. In this sequel of wasteland merc we have taken MMORPG elements to the max in the fallout 2 setting. You are forced to balance your skill points betwen crafting skills (outdoorsman, repair, science, doctor), thieving skills (sneak, lockpick) and combat skills or you can't make it that far.

Here are some of the new features in Wasteland Merc 2:
*Mining with the outdoorsman skill by using a pickaxe or drill on rocks in mines.
*Crafting with the science, repair and doctor skills in your factory.
*Fishing in water on coasts with outdoorsman skill by using a fishing rod.
*Boxes in combat locations drop random loot and are locked and sometimes even trapped.
*Cooking by using raw food on any of the ovens.
*A huge number of missions with only money as the reward.
*More Advanced Black market locations that will help you transport ore by giving you certificates and alot more overpriced resource and experience sellers. There's even a doctor npc who can advance your stats for big money.
*You have to hunt for food or you'll have nothing to heal with. So alot of game play will take place in the wasteland hunting for brahmin, rats and geckos then cooking their meat.
*Enemies that are armed with guns and carry ammo will not drop them if they die. The only way to loot their ammo and guns is if you kill them in really special ways. This makes explosives and laser weapons more useful.

**Installation: Backup your fallout 2.exe and "fallout 2/data" folder and replace them with ones that come with this mod and you're ready to go. Also if patch000 file exist in your folder rename it to something else or move it to another folder. We are aware that there might be some minor bugs in the mod and we will fix those if we ever make an update for this mod.
Link: download Wasteland Merc 2 on DaC
Link: comments thread on DaC

Posted by Silencer - at 1:40

Clone was nice enough to tip me about an update at their site - the Ashes of Apocalypse mod for TES3: Morrowind - check it out for a more detailed progress update and stuff:

What is that? You want screenshots? Well it's your lucky day, I have 24 brand new screenshots for you! You want more? I have also uploaded two ingame explore songs to the Files page! Also the people have voted, with a total of 92 votes overall, the name of the Barrier Cities will be the "United Barrier Alliance." It won with 37 votes, power of the people huh? This is just another example of our open ended development. You the people have the power to mold the AoA world.
Also, they've got a number of new screenshots, and hopefully, you folks will like them way more than you did the last ones:

Be sure to visit the site for more screens, more progress, more...

Link: Ashes of Apocalypse

News for Friday, August 5, 2005

Posted by Odin - at 16:23

Someone informed us about an upcoming PA Silent Storm mod called Sandy Wastes, finally someone listened to me. Here's some info:

Among the scientists that worked on ‘the gadget’ (the first atomic bomb which was tested at the Trinity Test Site in New Mexico) there was a traitor. Through unknown means he was able to leak almost all of the research and designs to Japan. The Japanese shared the information with Germany and the two began their work on their own bombs. Their combined efforts proved exceptionally fruitful. Both countries had a sizable stockpile by the time that America decided to use ‘Fat Man’ and ‘Little Boy.’ This resulted in the obvious: nuclear retaliation by the Japanese. Las Angeles was first hit on August 12, 1945, then again on the 13. Few survived, the bombs that the Japanese had developed were far superior and deadlier than the American versions.

The Russians, however, had discovered the German’s nuclear nerve center, deep under Berlin. The technology was beyond anything that had been seen before, hundreds upon hundreds of ‘little gadgets,’ each with their own means of propulsion and guidance. The Russians attempted to launch a counter-attack. Unfortunately, the German system was not operated properly: thousands of drone bombers were launched, targets chosen at random- seeming to favor the most populous places…. By August 14 little was left.
And some pictures to gaze at:

Link: Forum Thread about Sandy Wastes

Posted by Silencer - at 14:56

This does come with a weekly delay, but DarkUnderlord has dropped by to direct our attention to the update of the Fan Made Fallout mod project.

Now, what's a news posts without something to show? We've had a few new team members join of late and some of those have been artists. They're helping us create our talking heads, extra inventory items, town splash screens, World Map, Movies and... Nope, I think that's about it for the art assets we need. Anyway, the images sprinkled thoughout this post are from a collection of concept images which I've now added to our gallery. There's one more in the gallery that's not included here, so be sure to take a look.
Now, they're also looking for new members, so please do consider applying. That is, if you're funky enough. ;)


News for Wednesday, August 3, 2005

Posted by Brother None - at 2:25

In an interview about Oblivion on the Belgian Gamesplanet, press man Pete Hines was asked to comment on Fallout 3. He gave the usual answer, which we can only post here for its own sake:

Last question, could you give us some information about Fallout 3? I know many RPG-fans are desperatly waiting to get some news about this game.
I would say to them that you can take a look at Oblivion in terms of what to expect from us. What I mean is, we take our projects seriously. We make sure we put in the requisite time to do them right. And, we tend not to really talk about them or even let people know we’re doing them until we’re a long way into development and actually have things we can show and talk about. So with Fallout 3, folks were made aware of it because of the announcement, but from a development standpoint we’re still in pre-production mode. It will be a LONG time before we start talking to folks about what we’re up to. I know they’d like more info, but as I said we really don’t plan to say anything until we’ve made some real progress.
I think "look at Oblivion in terms of what to expect from us" is a rather poor choice of words, since people will draw the wrong conclusion. Before anyone's confused, he means we can expect the same long, careful development and not-saying-too-much that people know from TES.

Link: Interview on Gamesplanet

Spotted on RPGCodex, who obligingly posted two different newsposts about it. And thanks Briosafreak

Posted by Brother None - at 2:16

The people working on the Mutants Rising mod sent us their monthly press release, which shows very little news:

Once again we come to press release time, I can tell you that we mean business. Lots of work is going on, and the demo is taking shape. Our writers are working hard on dialogue at the moment, as it is a major step in the completion of the demo. You are welcome to apply, as we are always looking for new talent, scripters in particular are required. I would say to drop us a line at our public forums but we are currently having problems with our website. If you wish to join you can either wait around for them to come back online (on an uncertain timescale), or you can email/msn our applications manager, Brahmin on

A random screenshot for your viewing pleasure.
Link: Mutants Rising website

News for Tuesday, August 2, 2005

Posted by Tagaziel - at 23:07

This is Mikael Grizzly, reporting live from Pearl of the Wastelands webpage. intoxicate informs of a milestone in Pearl's development:

Today, thanks to funds raised by the Team and help from mr Marcin Zygmunt we were able to buy Torque Shade Engine (TSE). It's an upgrade of the Torque Game Engine (TGE) which expands the capabilities of it's predecessor. Thanks to TSE Bourgeoisie will become even more realistic, and her graphics upgraded. Also thanks to TSE our everlasting problem with Terrain and Interiors will become extinct. More info available here!

This is Mikael Grizzly, reporting for NMA News, thank you intoxicate.

News for Monday, August 1, 2005

Posted by Silencer - at 0:09

Danilo Vukomanovic, a Serbian modder, announced the public test for his Fallout 2 mod called Landing in the Middle of Nowhere, with a plot based in South-Eastern Europe and some nifty graphics:

Please explore the forum thread for more information. Visit the gallery section for more screens.

And the test you can download here.