FOIP - Fallout Interoperability Program
===========================================================
DOWNLOAD: http://www.fallout3nexus.com/downloads/file.php?id=4968
STATUS:
2009.03.22 .......... FOIP is launched! Hurray.
===========================================================
General Questions
What is FOIP?
The Fallout Interoperability Program (FOIP) is a collective effort by a number of modders to improve compatibility between many of Fallout's major mods. This includes developing a more effective and consistent means of providing Compatibility Patches (CP's) to mod users, tracking updates, and sharing information regarding compatibility issues.
What mods are covered under FOIP?
At the moment, we are focusing on covering the larger, more popular mods under FOIP. This currently includes:
? Martigen's Mutant Mod (MMM)
? Fallout Overhaul Kit (FOOK)
? Classic Fallout Weapons (CFW)
? Fallout Balance Overhaul (XFO)
? Fallout Wanderers Edition (FWE)
? Weapon Mod Kits (WMK)
? Fallout Evolutionary Variety (FEV)
? CALIBR
Over time, additional compatibility patches (CP's) can be developed for other mods where compatibility is desired and/or difficult to achieve.
How do I use FOIP?
FOIP is organized as a series of resources:
? Compatibility Patches (CP's)
The FOIP page on the Fallout3Nexus provides a central clearinghouse for all available compatibility patches for all mods participating in FOIP. Rather than having different mods package their own CP's, a single point source can now be used to find the most up-to-date set of CP's for the mods you are using.
Furthermore, compatibility patches will have a standard description field that shows what specific mod versions they are intended to be used with, which will hopefully reduce confusion and conflicts.
? Load Order Templates
Using the FOIP compatibility patches properly relies on having the correct load order for any given set of mods. In this thread and on the Fallout3Nexus FOIP page recommended load orders and additional considerations will provide a consistent and up-to-date voice when it comes to helping people resolve load order problems.
? Mod Tracking + Communication
The FOIP threads will serve as a tracking resource, announcing when participating mods are updated and a new CP is available. This is a benefit both to mod users and mod developers. The objective is to improve communication and coordination between modders so they are aware of upcoming release dates, and to serve a vital function of informing mod users when they need to update a mod.
FOIP Structure + Load Order
Load order is critical to ensuring proper compatibility between FOIP mods. FOIP provides a framework for managing load order and CP's utilizing a tiered system of mod groups. A mod group contains a number of mods that generally do not need compatibility patches to work together. For instance, the mods might be clear alternatives to one another (i.e. two different gameplay balance mods), or change different parts of the game and therefore don't conflict with each other (i.e. Martigen's Mutant Mod and Weapon Mod Kits).
Compatibility patches are intended to work between mod groups, not within mod groups, in a hierarchical system. This system also highlights the general load order for mods:
? Group 0 mods load first
? ???
? Group 1 mods
? ???
? Group 2 mods + compatibility patches with group 1
? ???
? Group 3 mods + compatibility patches with group 1 and / or with group 2
The mod groups are described as follows:
Group 0 - Standards
? CALIBR
Mods in Group 0 (standards) are intended to always be used when using a FOIP mod. It doesn't matter whether the original mod uses the standards or not. What does matter is that any of that mod's compatibility patches might rely on the standards. So, better safe than sorry. Use the standard.
Group 1 ? Item / Loot Content
? FOOK
? FEV
? CFW
Mods in Group 1 typically add new items to the gameworld and/or extensively alter loot and leveled lists. Typically, mods within this group are not intended to be used with each other, as they each provide a significant and different experience. It is of course possible that CP's will be developed between content mods in the future.
Group 2 ? Balance / Gameplay Overhauls
? XFO
? FWE
Mods in Group 2 focus primarily on gameplay, balance, and mechanic changes. These generally load after the major content additions in order to change or modify the new content to fit the new game balance approach. Again, mods within this group are typically not intended to be used with each other.
Group 3 ? Spawns / Other Content Additions
? WMK
? MMM
Mods in the final group may adjust a variety of different gameplay mechanics, such as spawns or companion changes. Mods within this category typically change different aspects of the game and have minimal conflicts.
Again the load order should be as follows
Group 0 mods ==> Group 1 mods ==> Group 2 mods ==> Group 2 compatibility patches ==> Group 3 mods ==> Group 3 compatibility patches
===========================================================
Compatibility Patch (CP) Tracker + Load Order
The compatiblity tracker contains an up-to-date list of available mods and patches participating in FOIP. To determine what mods are compatible with mods, look at the bulleted list under each mod. That list will indicate with which mods in higher groups it is compatible.
The tracker will be maintained on the Fallout2 Nexus page for collective editing by FOIP contributors.
===========================================================
Develepment Guidelines
The following section describes a number of standards + operating procedures to streamline FOIP as much as possible.
Process + Notes for updating FOIP Mods
1) FOIP mods will be saved on the FOIP Fallout3NexusPage (forthcoming)
2) FOIP compatiblity patches will be bundled together under their primary parent mod. For example, "Mart's Mutant Mod FOIP package" would contain all of the compatiblity esp's that load in conjunction with MMM. For example, "Mart's Mutant Mod - FWE.esp; Mart's Mutant Mod - XFO.esp; Mart's Mutant Mod - FWE + FOOK.esp etc..."
3) A text file should accompany each FOIP package describing any usage details relvant to using the FOIP patches.
4) FOIP patches should use the standard file description template (below) to provide consistency for the users.
5) When a mod is updated, for example FWE, a post should be made on the FOIP thread. As the author of FWE, I would be primarily responsible for assembling a new FOIP package for the FWE based patches that retains compatiblity with the mods loading before it (i.e., make sure the "FWE compatiblity - FOOK.esp" still works). Upload the package with new version numbers to the FOIP page, replacing the previous package version.
6) Coordinate with any authors in a "lower" group as to who will updating their applicable patches (i.e. "Mart's Mutant Mod - FWE.esp"). In this example, either Mart of myself could update the MMM FOIP package for new version compatiblity. Again, replace the existing package. In this way, there is only ever 1 FOIP package per orginal mod, and it always the most up to date one available.
Standard FOIP patch file description
The file descriptions for FOIP patches should be created accordinf to the template below. The most important piece of information of to convey is what mods the patch depends on and specifically what versions of the parent mods the patch is intended to work with.
-----------------------------------------------------------------------------------
Author: whoever initially made the patch + whoever else has updated it
Fallout Interoperability Patch
Fallout Wanderers Edition (v3.2c)
Martigen's Mutant Mod (beta4)
-----------------------------------------------------------------------------------
This thread will continue to be developed over time. Thank you!
===========================================================