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
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.
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.