Robert B
Kitty's got some rads!
Hey Everyone, this thread is going to be my attempt to document the major tasks and activities that go into creating a replacement mod for fallout 2. My intention is to help new modders consider the bigger picture in how to approach such a massive project. I'm going to do this in the context of creating my own replacement mod, so anticipate we'll cover what goes right and wrong as a part of this process.
I encourage everyone in the modding community at NMA to provide their own thoughts. I am NOT a veteran modder for FO2. I am going to be posting what I learn, as I learn it. I've received significant help just to get the basics down and you should anticipate it'll take you a while to figure things out as well.
Now to begin...
When I first got the modding bug for FO2, I really had a tough time getting started. I was already very familiar with FO1 and FO2 (Fallout 1 and Fallout 2) as well as a number of major mod's that have been published in the last several years. I'd done mod's for other games (primarily the Bethesda series of Fallout and Elder Scrolls). They include much more mature and complete tools and provided only the barest of preparations to work with the original Fallout games.
First of all, there's no single tool you use to mod FO2 (or FO1 for that matter). All the tools we have today were pioneered by folks more talented than ourselves and have been made available so that we can have an easier job of modding this classic game. This means that there's a lot of materials out there; but you have to be introduced to them and understand them in context of creating FO2 mods.
So let's start this thread with what you need to do BEFORE you ever embark on creation of a replacement Mod...
I encourage everyone in the modding community at NMA to provide their own thoughts. I am NOT a veteran modder for FO2. I am going to be posting what I learn, as I learn it. I've received significant help just to get the basics down and you should anticipate it'll take you a while to figure things out as well.
Now to begin...
When I first got the modding bug for FO2, I really had a tough time getting started. I was already very familiar with FO1 and FO2 (Fallout 1 and Fallout 2) as well as a number of major mod's that have been published in the last several years. I'd done mod's for other games (primarily the Bethesda series of Fallout and Elder Scrolls). They include much more mature and complete tools and provided only the barest of preparations to work with the original Fallout games.
First of all, there's no single tool you use to mod FO2 (or FO1 for that matter). All the tools we have today were pioneered by folks more talented than ourselves and have been made available so that we can have an easier job of modding this classic game. This means that there's a lot of materials out there; but you have to be introduced to them and understand them in context of creating FO2 mods.
So let's start this thread with what you need to do BEFORE you ever embark on creation of a replacement Mod...