How do I mod Fallout 1

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).
 
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.
 
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Is the reason why I can't mod anything in Fallout is because everything in that game is hardcoded? Then how did stuff like Fallout FIXT get through with development?
With modding experience, lots of research and workarounds. Most things in Fallout 1 are hardcoded, but not all.
Hi there, welcome to the forums :)

And yeah, what Lexx said. Fallout is a pain to mod compared to Fallout 2. Personally I'm still a little confused as to exactly why Fallout didn't get modded more (considering it's popular and blah blah), but I think we can assume it boils down to it being pretty hard to mod. Another reason is that there wasn't as much dissemination of knowledge. Most of the materials out there are oriented to Fallout2, so many things I've done I had to figure out on my own, using the available resources as best I could but just winging it from there. Which is partly why my mod is not nearly finished even though I've worked on it for over 4 years :P

But how did the RP team make Fallout FIXT? I know that know that Fallout 2 is more modifiable. But how did they get through to Fallout 1 and did Interplay just not put players mod ability into question?
There is no "RP team" for Fallout1, it's just me. :D That being said, various people have helped me with things; the Credits section for Fixt is very long and the Special Thanks section has about 20 people listed.

I've had some offers to help out, but like Lexx says it rarely works out. Which is a shame, because having a team working on the main aspects of the mod with me would be great.

Anyway yeah, I think for whatever reason, Interplay didn't expect people to mod it or maybe didn't want them to mod it, so things aren't modder-friendly. Whereas with Fallout 2, very major changes can be made just by editing text files, which is modder-friendly for sure.

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EDIT: Hmm, I have no idea if this post will even help you. Anyway, if you would like help with anything specific, please ask and I'll help you out as best as I can.
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. :)
 
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?
 
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.
 
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...
 
Yeah, totally proves that modding games was common everywhere at this time...
 
Is the reason why I can't mod anything in Fallout is because everything in that game is hardcoded? Then how did stuff like Fallout FIXT get through with development?
With modding experience, lots of research and workarounds. Most things in Fallout 1 are hardcoded, but not all.
Hi there, welcome to the forums :)

And yeah, what Lexx said. Fallout is a pain to mod compared to Fallout 2. Personally I'm still a little confused as to exactly why Fallout didn't get modded more (considering it's popular and blah blah), but I think we can assume it boils down to it being pretty hard to mod. Another reason is that there wasn't as much dissemination of knowledge. Most of the materials out there are oriented to Fallout2, so many things I've done I had to figure out on my own, using the available resources as best I could but just winging it from there. Which is partly why my mod is not nearly finished even though I've worked on it for over 4 years :P

But how did the RP team make Fallout FIXT? I know that know that Fallout 2 is more modifiable. But how did they get through to Fallout 1 and did Interplay just not put players mod ability into question?
There is no "RP team" for Fallout1, it's just me. :D That being said, various people have helped me with things; the Credits section for Fixt is very long and the Special Thanks section has about 20 people listed.

I've had some offers to help out, but like Lexx says it rarely works out. Which is a shame, because having a team working on the main aspects of the mod with me would be great.

Anyway yeah, I think for whatever reason, Interplay didn't expect people to mod it or maybe didn't want them to mod it, so things aren't modder-friendly. Whereas with Fallout 2, very major changes can be made just by editing text files, which is modder-friendly for sure.

-

EDIT: Hmm, I have no idea if this post will even help you. Anyway, if you would like help with anything specific, please ask and I'll help you out as best as I can.
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?
 
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