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Why are mods crap for Fallout 3?


ReaperLeopard

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In Morrowind you have all kinds of creative mods, like White Wolf of Lokken Mountain, Elder Council Plugin, etc. For Oblivion you have many new province mods, large branching quest mods, just lots and lots of unique mods, each feeling like a self-contained world of its own.

 

Look at Fallout 3. Littered with thousands of variants of modern life weaponry. There's hardly any large scale quality mods adding unique experiences.

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In Morrowind you have all kinds of creative mods

Morrowind had 19 years to develop mods

 

try back again after your children play this game

 

Morrowind came out in 2002. Not anywhere near 19 years.

 

@Reaper: Look at the Fallout universe, then the Elder Scrolls universe, then the Fallout universe again. It's a different game world - guns fit in better in Fallout than they do in the Elder Scrolls.

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In the Elder Scrolls, the audience enjoys more quests and lands and the like. In Fallout, a lot of people enjoy guns and new weapons. There's a lot of new armor and swords and stuff in Oblivion, but there's also a bunch of quests and lands. Not to mention Morrowind is 8 years old and Oblivion is 5. Fallout 3 is 3 (heh) years old, hence there are going to be less less-popular types of mods like quest and world mods, and there's going to be more more popular mods like gun mods. On Oblivion and Morrowind, there's going to be more less-popular mods than on Fallout 3 because the game is older, and therefore people have more time to mod in these new land and quest mods, which are very time consuming if they're really something special.

If you're not making them yourself you have no business complaining about it.

 

That's like saying I give a soldier in the army a gun that shoots horribly inaccurately. Of course he's going to complain, what if an enemy attacked him? He would most likely be dead if he didn't have a back up weapon unless the enemy weapon is even worse. Or if I don't like a particular law, I complained that this law sucks. Well, I don't make laws. Congressmen and politicians do.

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As it has been stated, Fallout 3 is a far younger game then the others that were mentioned. But it also has a great deal of history that has been explored in previous games as well as game lore built around it. Making a mod that would add quests or new areas is fairly difficult to accomplish, but not impossible. It takes time to make a quality mod that people will enjoy as well as remain friendly to the games lore. There is the script writing that has to be done, I'm not just talking about the action scripts, but the story scripts as well that contain conditional branches for the different responses possible by the player or the various paths they choose to complete the quest goals. There is also the creation of new textures and meshes for objects and people that take a great deal of time and skill to accomplish. I myself have spent over seven hours working on a single texture for an outfit to make sure that it looked right, and I am still not satisfied with it because I also want to do a female version of the outfit.

 

I have been working on a mod for Fallout 3 for well over a year now, and have had to retool it many times in order to get it to fit into the games lore. It didn't help matters that the location of the mod that I had planned actually fell onto the existing world map when I did closer inspection of the geographical area it covers. This meant a complete re-working of the mod and a new location search as well in order to have it mesh well with what has already been established as canon. There is another mod that I have seen in development here that has been going on for a couple of years now, which creates a new area and quests for the player. I believe the creator started work when they were in high school and are just now starting to finish up the project, again reinforcing my statement that mods of the type you are asking about take a great deal of time to produce.

 

The development process for a mod can take a very long time and often modders can be overwhelmed with other events going on in their lives. Such as the death of one or multiple family members, as well as job issues that pull them away from working on the mod for great periods of time. You can see also that a lot of the larger mods that are on the site have multiple releases and versions, as the creator updates or adds more content in order to expand upon their work. I ask that you please don't get discouraged about what you feel is a lack of mods for Fallout 3, since many mods are still in the works and after all, everyone starts out small at first with a few simple weapons or armour mods before moving to something larger.

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Morrowind came out in 2002. Not anywhere near 19 years.

you're right

 

it just feels like it was 20 years ago

 

maybe the fact that a MX440 could actually run that game contributes

 

Oh wait

 

the OP has been banned

 

Obviously just a Troll at play.

 

time to lock this thread

Edited by Fonger
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In Morrowind you have all kinds of creative mods, like White Wolf of Lokken Mountain, Elder Council Plugin, etc. For Oblivion you have many new province mods, large branching quest mods, just lots and lots of unique mods, each feeling like a self-contained world of its own.

 

Look at Fallout 3. Littered with thousands of variants of modern life weaponry. There's hardly any large scale quality mods adding unique experiences.

 

Well, for one, Morrowind has been out for about a decade. That's plenty of time for people to have made amazing, time consuming mods. Fallout 3, on the other hand, is a little over 3 years old at this point. That's just not enough time for a small crew of non-professional modders to create anything of any substance.

 

Not to mention theres people who complain about this game on the forum for reasons they don't really comprehend.

 

Just sayin'

 

-----

 

http://www.thenexusforums.com/index.php?/topic/427526-reaperleopard-banned/

 

But I'm leaving my comment as it stands, in case anyone ever uses the search.

Edited by Jeoshua
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