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Modding Fallout 3 will be very similar to Oblivion, many aspects are the same, or changed. You may want to check out info on modding for that game for some insight as to how things work here.
CS Wiki and UESP Wiki are great places to read up on.
Timeslips fomm, for extracting files from the .bsa archives, and can open Fallout3.esm, as well as craft new .esp files.
ScripterRons archive tool, for extracting the files from the .bsa archives.
NifTools, an open source project that brings us importers and exporters for .nif/.kf files. NifSkope can view/edit these files, and is currently being updated to handle the changes to the format brought by Fallout 3.
NIF XML Spec. This file will be updated more often as we decode data. You can use this to bring your copy of NifSkopenif.xml up to date. Do "View as Text", and save the page over the existing nif.xml.
FOSE (fallout script extender) is already in the works by Behippo and Ian. When/if we get a Construction Set, this will allow more script functions. (similar to their OBSE for Oblivion)



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