Radio Mods for FO1 or FO2

I don't know of any. The closest I can think of, is to overwrite some of the music files with converted music of your own. There was a converter somewhere for the kind of file the game plays, IIRC.
 
Qualitative judgements aside, the closest thing I can think of to what you're looking for would be to run a media player in the background while you play. I don't do this with Fallout 1, but the atmosphere of 2 was so disjointed to begin with that I usually didn't feel too bad about it.
 
Heh, I just had to imagine a radio button on the interface and when you click it, small floating text appears over it. The song lyrics and some radio moderator stuff, etc.
 
Yamu said:
Qualitative judgements aside, the closest thing I can think of to what you're looking for would be to run a media player in the background while you play.
I was thinking of that, too, but then you have the music also while conversation with the talking heads. Imagine having a conversation with [spoiler:cd24765bdc]The Master[/spoiler:cd24765bdc] and suddenly someone in the background starts singing "Summer of sixty niiiiineeeee". :crazy:
 
I had something I was working on. I got it to work, but I never implemented it. There was a radio in the game you could find and repair (an idea from one of Lich's mods) with a number of tapes. When the character held the radio and then used it via a dialog box, it would play a .wav file (compliments of Timeslip's work and Nirran to clarify it for me). It would play the song even after the dialog box closed. So, I suppose something like that would work here, with one song playing after the other. Eventually, I'll add it...
 
Looks like this guy has Fallout 2 with music, what do you think?

[youtube]http://www.youtube.com/watch?v=ph11On6kF-Q[/youtube]

I love the idea of music in Fallout 1 and 2 so I'd like to know if it is possible.
 
Looks / sounds annoying. Also you can get exactly this effect with simply running the media player in background of the game.
 
George32027 said:
Looks like this guy has Fallout 2 with music, what do you think?

In the case of this playthrough, music was added in post production of the video. So yeah, running a media player in the background is your best shot at having music a la radio in F1/2.
 
While we are at it: I thought a big part of the radio was the moderator who talked about what happens in the areas and not just the music. If you only want the music then yeah... it's easier to simply run media player.


Now I was thinking about how a Fallout 2 radio mod could look and work in the end, but figured that the game just isn't made for it.

I personally would begin with various radio station locations spread over the map, which the player can explore / start up again, which then would extend the radio range. But what about the news? Sure there are quite some things in the world going on that could justify radio messages, but it's not exactly a lot and it would repeat over and over again. Additionally, we have a problem of world consistency here. A huge radio area would raise questions about why the locations aren't more organized together and stuff like that.

tl;dr - bad idea, imo. If at all, such a thing could work for a single location as side quest content, but then again... the player will move on at some point, leaving the radio broadcasting range and stuff behind him.
 
Another question might be what would the PC be using to listen to radio stations.
I don't think the Pipboy makes sense for that, like they use it in FO3, since I wouldn't equip a radio in something meant to start over the world (do you see the contradiction here? no civilization should imply no radios).
 
well actually it makes sense since the whole world in Fallout 3/NV is full of ham radios used by survivors. so you can get in touch with them using the radio
 
George32027 said:
well actually it makes sense since the whole world in Fallout 3/NV is full of ham radios used by survivors. so you can get in touch with them using the radio

The point is:
First, chances are nobody in Vault-Tek expected random survivors, since the sole reason they sold their product (construction of goddamn vaults) is the assumption you can't survive the war without a proper, well thought, shelter.
Second, such survivors would have probably been considered dangerous mutants by vault dwellers.
 
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