Fallout: Vault 13is an upcoming mod designed forFallout 4,the widely popular post-apocalyptic game that was initially launched in 2015. AlthoughVault 13is being created using theFallout 4engine, the mod is a reimagined version ofFallout 1, which was originally released in 1997.Fallout: Vault 13is set to introduce players to new locations and varying skills, while also retaining classic features.
Although there is limited information available about theFallout 4mod, Game Rant recently had the opportunity to interview Culinwino, the project co-lead ofFallout: Vault 13, to gain more insights. In the interview, Culinwino revealed several notable aspects of the mod, such as the team’s commitment to maintaining theFallout 1aesthetic and their work on creating innovative gameplay features, such as a new dialogue system.The following transcript has been edited for clarity and brevity.

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Q: What inspired the development of Vault 13?
I started the project in February 2021. I was at the tail end of development on my most recent quest mod, James’ Ruin, and I wanted my next project to be a challenge. I’ve always appreciated theFalloutseries, especially the classic titles, so I started making a few map prototypes to see ifaFallout1remake projectwas feasible or not. I reached out to Kreb, the uploader of the video, and we decided to team up. We would use my world map system and his skill system. Even though Kreb isn’t active on the project anymore,Fallout: Vault 13would not have been possible without the skill system he created, which we still use to this day.

Q: Can you talk about what similarities and differences there are between the original and Vault 13?
We’ve taken several measures to ensure thatFallout: Vault 13is as faithful to the original gameas possible. The dialogue remains unchanged, apart from correcting spelling or formatting errors. Characters and collectibles are generally located very close to where they would be located in the original game. While we have expanded some of the environments by a fair amount, players can still rely on original game strategy guides to successfully navigate the world.

Q: Describe the challenges behind retaining a similar atmosphere toFallout1 without compromising the integrity of the original game?
Keeping theatmosphere similar toFallout 1has been a challenge, given the limitations of the medium we’re working in. At the end of the day,Fallout: Vault 13is aFallout 4mod. I don’t believe any amount of work can change that. However, when building our world, we take a variety of things into consideration, including lighting, audio, our environments, and everything else. We are working hard to make sure everything fits the bleak atmosphere ofFallout 1.
Q: Could you give an overview of the new quests and characters that players will encounter in the game?
There won’t be any new quests or characters inFallout: Vault 13at launch, but we have expanded the variety of creatures you’ll be able to encounter in the wasteland. I hope you’reready for Yao Guai.
Q:Vault 13 uses a different dialogue system than Fallout 4 that more closely resembles Fallout 1. Can you talk a little more about the dialogue features and how that affects gameplay?
For our dialogue system, we make use of the Extended Dialogue Interface (XDI) framework, which allows us to have more than four dialogue options. This same utility is used by many of the other large-scaleFallout 4mods in development, includingFallout: CascadiaandFallout 4: New Vegas. XDI is very robust and allows us to include all of the branching dialogue and complicated skill checks features in the original game.
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Q: Could you provide more information on the skill system implemented in Vault 13?
The skill and leveling system inFallout: Vault 13has been significantly modified from the original. We’ve condensed and combined some of the skills together, such as making the First Aid and Doctor skills into a single Medicine skill. Your skill values will be heavilydependent on your SPECIAL attributeslike the original game, so your starting SPECIAL values will be much more important than inFallout 4. Your skill values will affect combat and your interactions with other characters significantly, with an impact on your character that you might expect (higher barter skill will give you better prices when trading).
Q: “Desolate Dunes” is one of many original soundtrack pieces created for Vault 13. Can you talk a little about how the music was created to fit the aesthetic and mood for the game?
We’ve worked with several talented musicians to compose the soundtrack forFallout: Vault 13. The fact that everyone on our team is obsessed withFallouthelps a lot when it comes to bringing the atmosphere of the game to life, especially when it comes to the soundtrack. I know that some of our composers have dissected songs on the original soundtrack to see how the samples and instruments come together to form the soundtrack we still love today. That extra step of looking closely at how the original soundtrack was put together definitely gives our composers the edge when it comes to making new tracks.
Q: How has the implementation of five distinct, equally-sized playable areas in Vault 13’s open-world setting enhanced gameplay?
In one of my early prototypes, I quickly realized that there would be no way for us to fit the entirety ofthe game world ofFallout 1into one map without making it prohibitively large or condensed beyond recognition. To solve this issue, we decided to break the game world apart into five distinct playable areas, each with several base game locations as major landmarks. As development has progressed, we have discovered that this was the correct choice, not only for development reasons, but for gameplay reasons as well. InFallout: Vault 13, you will be able to see Shady Sands from the outside of Vault 13, and vice-versa. In another region, you’ll be able to see the eerie skyline of Necropolis from the rooftops in Junktown. Having visible landmarks like this seriously enhances the gameplay, and takes inspiration from otherFalloutgames having visible landmarks that the player can use to orient themselves.
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Q:What are some major challenges and successes you’ve encountered during the development of this mod?
We’ve gone through our fair share of growing pains early on in development. When the project started, I had no experience leading a team or managing a large project. This led to some minor issues related to making sure important tasks were prioritized. Until I started working onFallout: Vault 13, I worked solo on my smaller projects, where it was much easier to figure out what the most important areas to work on are. In the two years since then, we have improved tremendously in this regard.
On the other hand, one thing that I am overwhelmingly proud of is how much progress we have made on the project in such a short amount of time. With the way the game world looks, you would almost not be able to tell that it was created by a team of volunteers in their spare time after work or on a weekend. Our progress so far is a testament to just how dedicated our team is, and for that, I am very grateful.
Q: Do you have a set date for the release, or for any new updates or showcases for the mod?
While we don’t have a release date set just yet, we’ve been working on a playable demo behind the scenes, and we hope to get it out to the public for feedback as soon as possible. Still, work continues swiftly behind the scenes.
Q: Is there anything else you would like to add?
I would like to take this opportunity to thank everyone on the development team for their hard work in helping makeFallout: Vault 13a reality. I also want to thank theFalloutcommunity for supporting our project. It’s been an incredible journey so far, and we are excited to share more of our progress with you all in the future.
Fallout 4is available on PC, PS4, and Xbox One, with PS5 and Xbox Series X/S versions coming in 2023.
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