Newbie question on modding...

Post » Thu Aug 04, 2011 6:39 am

Sorry, I'm new to the modding thing and this question is probably stupid, but I was wondering if it is possible to edit an already existing mod.

I'm trying to get a better understanding of how mods work. Would I start with my Fallout 3 world and edit that how I like, and then run the mod on top of that? Or would I download the FWE mod and then go into GECK and edit some things, in the mod?

For example, would I be able to go into the FWE mod and remove all of the beggars from the game? (to try and start simple)

When GECK was first released I messed with it for a bit, but my first inention was a huge overhaul in which I quickly learned the true definition of "ambitious" and "bold". Gonna start smaller this time, and the FWE mod seems to already alter the gameplay perfectly to how I want it... I just want to change some of the world also, and learn how to do some small time modding in the process.

Thanks for any help!
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Solina971
 
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Post » Thu Aug 04, 2011 12:22 am

You can mod a mod, but it's not advisable. If you screw something up you would have also ruined the mod you were using. But you can run multiple mods and you can have a mod be dependent on FWE, that way you can make changes to FWE without actually having to change anything in the mod itself. Basically you want to open the GECK and load as few Master files as you need, then start making your changes and save. Whatever Master files you are using when you start making the mod will make the mod dependent on them, that is you won't be able to play your mod without those mods.

If you don't want beggars in your game you can simply go to the cells where they are located and remove their reference point so that they never spawn, or adjust or replace them so that instead of a beggar you can get a standard wastelander or raider or deathclaw or whatever suits you.

Have fun and let us know how it turns out.
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Neliel Kudoh
 
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Post » Wed Aug 03, 2011 7:08 pm

If you don't want beggars in your game you can simply go to the cells where they are located and remove their reference point so that they never spawn...


When you say "go to the cells", would that be the cells in the master files? Again, thanks for any help.

My end vision consists of three things:

1. Change the dynamics of the game into more of a realistic survival game, but the FWE mod already seems to do, so that part is mostly covered. I'll be posting another thread regarding carrying capacity and what I would like to change with that.

2. Change the game world to more of a realistic world. This means getting rid of all "Fallouty" futuristic items (energy weapons, robots, eyebots, stealth boys...etc.). Seems easy enough.

3. The hardest and most involving part; to ultimately have the game reflect the comic/TV series "The Walking Dead". Not the same characters or exact storyline, but the players' story is just taking place near DC. It will be the same zombie plague, and have the same overall feeling of isolation and desperation for survival that the series has.

To do that I'll be swapping out pretty much every enemy with feral ghouls, and cutting out MANY actors in the game (and their trivial quests), including any that are in outside world locations (merchants, beggars, and most raiders... etc.). None of that will be hard, but afterwards is where the tricky stuff comes in. I will be changing dialogue (text) scripts and alter NPC locations to make the game have less characters but with more backgrounds and involvement. If it ever gets to that point, I will be more than happy.

Anyways, just thought I'd share my ideas and intentions. Thanks for reading if you made it this far, and any replies left in response.
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Margarita Diaz
 
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