Hey everyone! Wanted to share something our team has been working on.
Firstly, Godot has been amazing and I was surprised just how quickly we can do things in it.
Our project is called G.A.R.D.E.N.
We're working on rebuilding Fallout 4's engine systems in Godot. Think OpenMW, but for Fallout 4.
We're using our own custom build of Godot 4.8 with double precision and C# support. Instead of modifying Bethesda's original engine, we're rebuilding the systems ourselves while keeping compatibility with the original game files and mods wherever possible.
Some of what we've been working on:
- World Streaming: Dynamically loading and unloading cells as you move around the Commonwealth. We've already tested larger active cell areas than vanilla.
- Asset Conversion: Converting Fallout 4 meshes, textures, materials, and world data into Godot resources using files from your own installation.
- Animations: Importing Fallout 4 skeletons, animations, and behavior data into Godot.
- Papyrus VM: Rebuilding the scripting system to support the original game's scripts and existing mods.
- Rendering: Working on materials, shaders, lighting, and interior light baking using Godot's LightmapGI.
- Modding: Developing a C# modding framework that gives developers direct access to engine systems without needing executable hooks.
The screenshots attached show some of our early work, including a converted Fallout 4 interior, collision meshes, character animations, and our custom Godot build running the game's menu. These are development screenshots and don't represent the final visual quality.
One of the biggest reasons we went with Godot is that we have access to the entire engine. Instead of spending time working around limitations in a closed-source engine, we can actually modify the systems responsible for them.
We're still in active development, and there's plenty left to do before Fallout 4 is fully playable. But we've made a lot of progress getting these systems built and integrated.
We're also developing other game development tools under G.A.R.D.E.N., so our long-term plans go beyond Bethesda-related projects.
I'd be interested in hearing from other Godot developers, especially anyone working with large open worlds, custom engine builds, or complex asset conversion pipelines.
If you want to follow development or see more technical details, we've also started a subreddit:
https://www.reddit.com/r/GardenEngine/
G.A.R.D.E.N. is an independent, open-source project and isn't affiliated with Bethesda. Original game assets aren't distributed, and users need their own copy of Fallout 4.
A note on AI: Our team consists of game developers, software developers, and visual artists. We use AI as part of our development workflow for coding, debugging, research, testing, and code reviews. Some code is written by us, and some is AI-assisted or generated. We review and test the implementations ourselves. We're a small team working on this in our free time, and AI helps us move faster on a project of this size.