First steps in modding

superjerk

First time out of the vault
Hi guys.

In the past few days I've began working on a fallout mod. I was having some difficulties with the fonline mapper but Hexer gave me a hand and now I will begin working on it.

I will probably be working alone and at a slow pace. I have no intentions of taking on a megalomaniac project only to scrap it in a few months. What I plan to do is a simple mod with a few quests (hopefully well written), some new graphics and a couple of hours of gameplay. Even though on paper it looks like it should be simple I know better.

I've created a document with some very basic information regarding my mod. A where, when, who of the story to be exact. It outlines a few paths the character can take as well as a very rough draft of a couple of quests that I plan to include as well as some quests I would like to include in a later version of the mod. I'm working on a draft of the main quest and then I'll probably create a couple of npcs for the player's party.

Anyway my question to the more experienced modders (so everyone that hangs around this forum) is if I'm neglecting something. Is there some part of the planning that I should do? I don't plan to make any alterations (at least right now) to stuff like gui's, etc.

Thanks in advance.
 
Study the Fallout Scripting Language. Unless you already have programming experience, this will be hard but it can be done. If you're not able to learn this element, you won't be able to make your mod.
 
Hi guys.

In the past few days I've began working on a fallout mod. I was having some difficulties with the fonline mapper but Hexer gave me a hand and now I will begin working on it.

I will probably be working alone and at a slow pace. I have no intentions of taking on a megalomaniac project only to scrap it in a few months. What I plan to do is a simple mod with a few quests (hopefully well written), some new graphics and a couple of hours of gameplay. Even though on paper it looks like it should be simple I know better.

I've created a document with some very basic information regarding my mod. A where, when, who of the story to be exact. It outlines a few paths the character can take as well as a very rough draft of a couple of quests that I plan to include as well as some quests I would like to include in a later version of the mod. I'm working on a draft of the main quest and then I'll probably create a couple of npcs for the player's party.

Anyway my question to the more experienced modders (so everyone that hangs around this forum) is if I'm neglecting something. Is there some part of the planning that I should do? I don't plan to make any alterations (at least right now) to stuff like gui's, etc.

Thanks in advance.

I'd suggest augmenting your document with a brief on how you are going to be doing what you're doing. For example, "For Quest A I will need to add a new script that ..."
"For Feature X, I will need to ..."

This gives you a rough idea of what will be necessary to make your mod.
 
Thanks for the tips guys. I'm in college for a degree in computer science so I have some experience in coding. I'll start messing around with the scripts so I can properly update the document I've been working on.
 
I suggest you learn FOnline Engine modding becuase it's something modern and useful. You will be able to help development current projects such as Hexer's Van Buren, FOnline: Reloaded, FOnline: Ashes of Phoenix or create your own game. In my opinion engine is more friendly than old Fallout 2. It also has/will has support for mobile devices because main developer, cvet showed this video that his new project based on FOnline engine will be on iOS/Android. I think it's future. :)
 
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