rgx02 Posted October 25, 2010 Share Posted October 25, 2010 I've read that the mods for fallout 3, compared to oblivion, are quite harder to arrange.From what i heard/read this is because the mod community from oblivion had some kind o compatibility program earlier than fallout 3(gary bash or something like foip).Is it still this way or is there a compatibility community(?) planned? * I'm new to mods so take it easy if what i'm saying is crap. Link to comment Share on other sites More sharing options...
bben46 Posted October 25, 2010 Share Posted October 25, 2010 The game has been out for a whole week now. A new NV version of OBMM or Wrye Bash takes a little time and modders do not get advance copies - we get the game the same day you do. Most of the mods so far are either simple retextures, easy changes to features or direct ports from Fallout 3. (with a very few exceptions) The real New Vegas mods that take advantage of the new features - not just ports and remakes of older work - will take some time so be patient. It was several months before we saw some really good mods for Fallout 3. Go ahead and play with what you have for now. In a few weeks there should be programs for sorting and ordering mods. Look for Wrye Flash NV, It's the start of a Wrye Bash type program. It's still in beta testing though, So all functions are not implemented yet - use it at your own risk. The real Wrye is not involved with it as far as I know, so it remains to be seen what it becomes. I haven't seen any comments by Wrye (The author of Wrye Bash) on New Vegas yet either. Link to comment Share on other sites More sharing options...
rgx02 Posted October 25, 2010 Author Share Posted October 25, 2010 I'm not worried about the mods per se, i know they are going to turn out great when they come.My mainly concern is with tagging, updated load order templates to facilitate to modify the game.I havent fallowed modding news/fallout mods until recently so i just wanted to know if there is/will be(since its fairly new) a colaborative effort to this end, or if those programs will be enough. Link to comment Share on other sites More sharing options...
WuphonsReach Posted October 27, 2010 Share Posted October 27, 2010 Depending on the mod, compatibility with other mods is either going to be a big hassle, or a non-issue. - Prefix your added entities with some sort of unique letter code (all my stuff starts with "wr")- Don't modify base assets if at all possible- Use one-time quest scripts to add items to vendors / containers / level lists- Don't touch properties or objects that you're not going to actually change (and if you do, use NVEdit to clean your ESP, or reload a prior save in GECK)- Look at how other similar mods package things in their ZIP files- Keep your filenames unique (avoid "readme.txt", name it "readme - mymodfilename.txt" instead) (I obsessively version control my ESPs. Change 5-10 things, commit the ESP to my version control system. Which lets me roll back to any prior commit if I screw something up in the current version.) Link to comment Share on other sites More sharing options...
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