How do I mod Fallout 1

Discussion in 'Fallout General Modding' started by Sn1p3r187, Apr 7, 2014.

  1. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Well, it was a different time back then. In 1997, modding games was not common at all.

    My take on why there aren't many mods for Fallout 1 is: The game is as good as it is. I'd even consider it to be perfect regarding the amount of content it offers the player with the storyline in mind (it's not your job to wander around the wasteland for years and do everything but what you are supposed to do).
     
  2. hexer

    hexer It's PJ! Modder

    437
    Dec 7, 2013
    This is what I remember reading back in the 90s...
    Fallout 2's engine is more mod-friendly because it is easier to patch things around and they possibly planned an expansion pack (this was mentioned in my local gaming magazine Hacker in their Fallout 2's announcement).
    Veteran FO2 modders will remember how the engine can read Patch001.dat, Patch002.dat, etc.
     
    Last edited: Apr 12, 2014
  3. Sn1p3r187

    Sn1p3r187 Carolinian Shaolin Monk

    Apr 7, 2014
    Yeah I saw the credits section of FIXT. That's a lot of stuff. But thanks to you, we have a really great mod for Fallout 1 thanks. I understand now. I realize I have better chances with 2. Thanks for the advice it was helpful. :)
     
  4. Sn1p3r187

    Sn1p3r187 Carolinian Shaolin Monk

    Apr 7, 2014
    I wonder what happened to that dude who was going to make a total conversion mod for F2. I think it was called Day of Blood. Like WWII combat and stuff. Why'd they stop?
     
  5. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Never heard of such a thing. They probably stopped because:

    1. Lack of a real design document. "I have a cool idea!" is not working out most of the time.
    2. Lack of experience.
    3. Ultimately a lack of motivation, because...
    4. ...They've found out that making a mod for the game isn't as easy as it sounds and started with a way too big idea.
     
  6. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    People underestimate the amount of work required to make stuff for Fallout - 10,000+ hours went into the RP, that includes Killaps scripting, bug fixes, reworked maps, reworked critters, talking heads, plus game testing...all up a dozen people spent literally months, if not years working on it. :twitch:

    Start small, and make it work, before expanding IMO...
     
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  7. King_Rocket

    King_Rocket First time out of the vault

    40
    Apr 21, 2013
    The endless number of Doom and Quake mods back then would suggest otherwise.
     
    Last edited: Apr 13, 2014
  8. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Yeah, totally proves that modding games was common everywhere at this time...
     
  9. Sn1p3r187

    Sn1p3r187 Carolinian Shaolin Monk

    Apr 7, 2014
    Hey I have some questions for you. I want to know- How exactly did you mod Fallout 1? I saw where you put in new dialogue options in game and made it a bit more easier to have special encounters with the encounter tweaker. And I also say where you changed some of the critters in game. I just gotta ask how did you do it? And how much time did it take?