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The current state of Fallout 3 modding Official comment topic

#1 User is online   Dark0ne 

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Posted 03 November 2008 - 05:27 PM

Throttlekitty has posted up a nice update on the current state of Fallout 3 modding on the official forums. Here is what he had to say:

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For those of you just joining, here's a quick summary of the state of Fallout 3 modding. We're in the early stages, manipulating data, figuring out what's what. Basic plugin-based mods can be made, as well as retexturing, UI mods, and sound/music. With some work, new models can mostly be made.

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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#2 User is offline   JCoconut 

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Posted 03 November 2008 - 11:50 PM

Thanks For This
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#3 User is offline   yurihammo 

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Posted 07 November 2008 - 11:45 PM

Hi can you explain what you guys do with .ESP files when you copy them into data folder (I have the norepairneeded mod and centered 3d camera mod) need explanation because i am new in this website...
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#4 User is offline   greylines 

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Posted 13 November 2008 - 06:32 PM

great work folks...Am working on some of my own mods for fallout...
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#5 User is offline   khemeher 

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Posted 17 November 2008 - 06:24 PM

View PostDark0ne, on Nov 3 2008, 05:27 PM, said:

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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.


Thanks for the informative post! I'm looking forward to digging into all this material - and I'll probably be on the forums with 1,000 n00bish questions as well. :thumbsup:

Is there a better link some place for the fomm? The link listed above isn't working.
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#6 User is offline   Skotte 

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Posted 18 November 2008 - 02:23 AM

View Postkhemeher, on Nov 17 2008, 12:24 PM, said:

Is there a better link some place for the fomm? The link listed above isn't working.


I use http://timeslip.chorrol.com/fomm.html
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#7 User is offline   iceboi 

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Posted 22 November 2008 - 06:01 PM

thanks for this
I dont want dumb retuxtures
I want SOLID mods for the game like in oblivion
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#8 User is offline   Smosh 

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Posted 02 December 2008 - 10:47 PM

It just amazes me what the modders have been able to do with this game even without an SDK :blink:
Kudos to all those who have already made this game much more enjoyable for me. Without them I think this would have been removed from my HD weeks ago.

The future looks good :thumbsup:
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