Jump to content

The potential of modding Fallout 3 before the SDK release


Site Bot

Recommended Posts

Article link: The potential of modding Fallout 3 before the SDK release

 

Unlike Bethesda's recent game releases in the Elder Scrolls series, Morrowind and Oblivion, Fallout 3 will not be released with a software development kit (SDK) either on the game DVD or via a download from the official site. This means that the modding potential for Fallout 3 at release is greatly diminished compared to Oblivion and Morrowind. Without an SDK it will not be possible to modify or add various content into the game, however, all is not lost. While much of the core content of the game, such as quests, NPCs, weapons and armour will be inaccessible without an SDK, there are certain things that the modding community can still work on and release before Bethesda get around to finally releasing an SDK.

 

Talking with LHammonds, a relative guru of information when it comes to modding Oblivion and a staff member at TESNexus, he had this to say on the modding potential of Fallout 3 before the release of an SDK should Fallout 3 be anything like Oblivion.

 

* Music could be easily replaced without requiring any tools.

* INI tweaks should also be found and shared.

* Savegames can be created and shared.

* A method to extract the BSA files.

* Sound FX and Graphics replacers.

* The NIF format will need to be figured out and NifTools updated.

* Models will be modified and created as replacers.

* Other tools will be created such as Readme Generators, Savegame managers, Mod managers, etc.

 

I assume this will be about as far as it goes until a CS is released (if at all).

 

If a CS does not come out, I would imagine text-based plugin creation tools will start cropping up to change existing values such as stats and such but nothing to the level of complication such as creating new landscapes, architectures, custom AI, quests, new enemies, etc.

 

Inquiring further regarding the BSA files that LHammonds alludes to, here's a bit more information on the importance of the BSA files and the ability to manipulate them.

 

Yes, the BSA files (in Oblivion) contain Sound FX (.wav), Textures (.dds) and Meshes (.nif)

 

I do not think there will be any "replacers" until a utility comes along that allows you to peek inside the BSA (Bethesda Software Archive) files to at least glean the data paths but we would really need the ability to extract them.

 

There is the possibility they will use the exact same compression the Oblivion BSA files used and maybe BSA Commander and OBMM can extract them right out of the box (hopeful thinking) without the need to make modifications to the programs due to changes in the BSA architecture.

 

If the BSA files can be extracted using existing tools, we can expect graphic texture replacers VERY soon after release. I would assume the NIF format will be updated to take advantages of newer features or parts of the Gamebryo engine that was not utilized before which means the NifTools team would need to figure it out first before we can modify them directly with NifSkope. After the file version differences are known (well, reverse engineering a little at a time), we would expect to see the NIF import / export tools for 3D Modeling programs to come a bit later. I seriously doubt they will be the same format as Oblivion's because of history...each new game released with Gamebryo engine tends to have a newer file format and thus requires a new import/export routine for that specific version.

 

So what does this all mean? At it's simplest Fallout 3 modding, if anything like Oblivion modding without a SDK, will be quite limited in its capabilities but not completely void. Some of the more technically minded, experienced modders out there are going to have to step-up to the plate and help to develop some good modders resources in order for modifying Fallout 3 to get anywhere.

Link to comment
Share on other sites

I haven't gotten the game yet either, but I don't imagine the .nifs will be more than a dot version off from Oblivions.

 

Also, It's very likely that the structure of the plugin/master files will be very close to that of Oblivions. Not to say that the old CS will open them, but enough tooling around with the files ought to net some simple mods, at the very least.

Link to comment
Share on other sites

ok i've got my pre-ordered copy .. you can unpack the bsa with the OBMM ... niftools and nifskope need to be updated ... my first impressions on the game ...

animation are as bad as always .. they look even worse than those from oblivion ...the shaders look "ok" ... ok more feedback later )))

 

EDIT: i'm out in the open .. and i 've to say .. the environmental textures look ok ...the characters are improved ...

... and the animations ... well they remind me of the playstation 1 era ...

the gameplay is unrealistic .. i've just fired 2 headshots from upclose and the NPC is still alive..)))

 

it looks like a half baked product until now .. i've a feeling that the developers want modders to finish it all ..

well i hope that the niftools team will adjust the nif plugins and nifskope in the near future .. cause otherwise i'll throw away my copy

Link to comment
Share on other sites

mmm IF a construction set is not released in 2 to 3 months I will be selling my copy...

Oblivion is a good game but the modders made it great!!!

I expect the same for fallout

Link to comment
Share on other sites

If its not released, the comunity will eventuly create create one as they did for Fable. Fable didnt come with one, but one was created by someone else besides the creaters I do believe. Although id rather use one made by the creaters of the game becouse they know the game inside out.
Link to comment
Share on other sites

If its not released, the comunity will eventuly create create one as they did for Fable. Fable didnt come with one, but one was created by someone else besides the creaters I do believe. Although id rather use one made by the creaters of the game becouse they know the game inside out.

The problem with the Fable one, or any unofficial editor, is that some things, like area creation would still end up being rather buggy, Or may cause other problems within the game. Additionally, some people may feel less inclined to spend the time making an unofficial CS when they know that an official one is out there, and working. Although tools will, and have, been created, most of them were made to work along side the CS, not replace it.

 

As for what seems to be possible with Fallout 3 modding. Currently, most of what seems to be getting made are retextures, and setting changes. There are a few who have been playing around with container contents, so at the very least, the creation of new items, and adding those items to the world is possible.

 

As far as other things go, scripting, and quest changes can only be made possible once a script compiler is made. New models will only be possible once all the updates to the nif format have been worked out.

 

However, we will probably need the CS, or a very close replica in order to do most of the large scale modding that has been seen in Oblivion. Even if someone has a handle of all the coding, making a new NPC, area, or other complicated addition to the world would be impractical to attempt. For these sorts of things, you need the total functionallty of a CS to do very much.

Link to comment
Share on other sites

  • 2 weeks later...
I just bought Fallout 3 last 3 days...And I'm currently waiting for the CS and the DLCs.....I really like Oblivion and the modders!This should be a treat if they gave a CS in FO3
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...