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F.A.Q

Is Citizen-X a standalone mod?


 No, Citizen-X is a whole new quest that will start within the main game. The Sole Survivor will travel to a new location full of new enemies and places. 

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What level and missions are recommended / required to play the Mod?


 The main quest will be activated after the player completes a specific quest. It can't be revealed at the moment. Also the level recommended has not been established at the moment, since there are tons of missions to be written down each with their respective requirements/rewards.

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Is the mod being designed to be compatible with hardcore mode?


  Yes. However, some parts of the mod may have some sections with few to no available saving spots, this because the story require it. However, Autosaves will be set-up for these parts.

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What are the plans to deal with the voice of the Lone Survivor?

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The plans to take the dialog are to make sections with dialogue - voiceless, as in Fallout New Vegas. However, if someone has a similar voice than the original actors, and fulfill the requirements for the voice acting position and is willing to apply,  voiced dialogs would be considered. Also, currently, the mod is written to have interactions with current characters in the Commonwealth, however changes are in progress to replace them with original characters with similar roles

 


What's the aproximate duration of the Mod?


 Around 14-16 hours in regular difficulty,  22-25 hours in hardcore.
 


Is the story Lore friendly?


Absolutelly. The story has been written with all the Fallout games previously played (While played too, non-canon games were not considered) also, there has been  a  deep study of the Fallout bible, and  available wikis to avoid any conflict with the lore. Citizen-X is meant to blend perfectly with the timeline of the Fallout world.

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Norfolk Wasteland is quite close from Point Lookout and Capital Wasteland. Does this mean there is going to be any sort of connection with Fallout 3?


 There are references planned and some of them are essential to the story. However the canon of factions and known characters is respected and no characters from Fallout 3 (or other fallout games) will appear in the mod. However, Point Lookout, as the description says "the bombs didn´t actually fall, but the world has left it behind"  would be problematic if it was respected 100%, since nearby to the real life location there are dozens of areas that include research centers, military complexes and prosperous cities. this would mean that the area, after 200 years would have survived and grown far more than any other Wasteland faction (even more than The Institute) To avoid this, and make the setting interesting, for this Mod, point lookout is in the edge of multiple ground zero areas, including the bombs that destroyed DC and Norfolk.

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What's the size of Norfolk.

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Norfolk is going to be similar in size to the Fallout 4 map itself,  but with a huge water body in the middle as the real life location suggests. The playable area is going to be similar in size to Far Harbor. Notice, however, that theNorfolk wasteland is not the main place to explore, it works as the link between the Commonwealth and another location that holds the climax and pivotal part in the story of Citizen-X.

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What is the main theme of Citizen-X


 Citizen-X focuses on the story of 4 different characters, 3 of them in the pursuit of a common goal. However, all of them have diferent motivations which shape the main themes: remember, forget, reunite and the last one is classified.


How many people are working on this.


  Citizen-X started as one man project. Arturo Pahua, is the only person writing, designing, drawing and modelling everything at the moment, even this web site along its graphics were done by him all in his free time. Hopefully, in the next months this part of the F.A.Q will have a list of wonderful people working hard on this project.  (Check the recruitment section of the website)


What's the current status of the Mod?


 The Mod is under pre-production. This means that most of the work is being focused in writing and quest design. Concept art was done for practice, but also to help create a visual hook, in this way, people and potential collaborators can notice this is a serious project.

 This is a small summary of the current status:


-The whole main quest, alongside the endings have been written in an internal wiki system with more than 60 articles. Minor quests have been summarized, but they lack dialogs, rewards / requirements specifications and some of them require a proper location assigned. The first mission is completelly writen with full dialogs, rewards setup and persuasion challenges.

 

-Besides the timeline, all the internal wiki articles are written in Spanish, since it is my native language. I still need to translate them

 -Most of the main characters and enemies have been designed. with a strong emphasis in back story, personality, internal/external conflicts, even mannerisms. There are a couple of candidates to become companions, but I don't want to saturate the player with multiple choices. Companions are not an essential part of the mod, but are not discarded.

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-A location was chosen after spending some time asking friends from around the United States for  suggestions about interesing cities, until I reached Norfolk. At the moment, there's an ongoing research of historical data, notable landmarks, industrial / economical activities and, of course, flora and fauna to gather reliable data and create a proper setting along art direction,this way,  any required changes to what is already written can be made. 

 

-Important characters have been designed. Although some of them are secret, since their mere visual representation includes spoilers. 

 

-A couple of enemies have been designed. As with characters some of them are secret. Also, a few enemies are currently modeled in high poly. 

 

-A few enviroments have been designed too, aswell as  characters and enemies, some of them contain  spoilers.


-As the only team member, at the moment I'm checking creation kit tutorials and documentation to understand the limitations and how this may impact the story. (However, having already finished Fallout 4, I believe most of what I have in mind can be achieved). Also, I have experience with Hammer and UDK.

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However, with all this progress done by a single person, there's no in-game content to show yet.

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How long has the mod been in pre-production for?


 I started to write the story around mid January, creature and environment design started some time around May.

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How can I support the Mod?

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Sharing this web site or the facebook pages would be a great start.  If you think you can help more substantially , you can go to the recruitment section, and check the open positions and if you meet the requirements make sure you apply! At the moment we are not accepting donations.

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Why are there no open writer positions in the recruitment section?

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 Personal Letter from the Project lead and Writer:

 "Citizen-X more than a personal project  just to write a story, represents my fight against anxiety, a disease that  I have suffered since 2013. Someone told me that I should use my creativity to fight against my fears and triggers. That's why I started to write a plot and characters with  very particular themes. The characters  are deeply written and the concepts and plot are based on my triggers, making them very hard for me to write down; Even doing research about the themes that I need to know, it sometimes  results in a painful experience, tipically ending with anxiety attacks that last for several days.

 

 Citizen-X is my fight and struggle, and it could have been made in the form of a novel, an indie game, or a mod for HL2, but at the end, I chose the Fallout setting, because it fits perfectly into what I want to tell.

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  The story is not intended to be full of personal references, or boring, please don't think badly of me, it is just very personal, and I would prefer another person's own vision not to interfere with this. Even knowing the immense amount of work that will be to write this story completelly by myself, such as the missions and dialogue, is something I'm willing to do.

 

  Hopefully, when I gather a team, they will understand.  Of course I'm open to suggestions about some elements, locations or the mod of a particular situation if that benefits the process of creating a level or an enemy, however it is important that the core of the story remain intact"

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Garden of Eden Creation Team -2016

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