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Installing Mods

Modding Fallout is incredibly easy. The only pieces of information you require are how to make the mod and how to install the mod. I'll cover the how to install a mod first, as people generally make a mod and then wonder how on earth they go about installing it.

Anyway, first, you must locate the directory where your mod is to be installed. The directory which you should always look for first is the data directory. If you look in your Fallout directory, there should be this data directory. If you take a peek inside, there should be the following directories (at first there may not be all of the following directories, but is a good idea to add them):

The Art Directory

Guess what? This is the directory where all of the art is stored. There are the following directories:

background - This directory contains all of the backgrounds which appear behind the talking heads
critters - This directory contains every single '.frm' file which depicts a character in the game
cuts - This directory contains all of the movies (like the Interplay logo, PIPBoy movies etc)
heads - This directory contains all of the talking heads art files
intrface - This directory contains all of the '.frm' files which have something to do with how you interface with the game (start screen etc)
inven - This directory contains the art files for the items which you can get in your inventory
items - This directory contains the art for objects which are not part of the scenery, but you cannot pick up (bookshelves etc, only exception are the weapon and small box art)
misc - This directory contains art for the exit grids and stuff shot from guns (grenades, rockets)
scenery - This directory contains art for the, you guessed it, scenery
skilldex - This directory contains art for the skilldex skills
splash - This directory contains art for the splash screens shown when the game is loading ('.rix' format)
tiles - This directory contains art for the tiles
walls - This directory contains art for the walls

The Data Directory

The data sub directory contains certain text files which tell the game how to run. There is also a mapper screenshot ('.lbm' format), an acm file and a whole lot of '.msk' files. No one has really explored these files too much, so I suggest you leave them alone until you feel more confident.

The Maps Directory

This directory contains every single map file in Fallout 1 or 2. There are two major files, '.map' and '.gam'. The only person who was able to figure something out about these was Mad©ow who mysteriously disappeared from the web in mid 1999. It seems that all of the random encounters just contain the '.map file', whereas all other maps (with the exception of cave06 and cave0, which just have the '.gam' file) have both a '.gam' and '.map' file.

The Premade Directory

The premade sub directory contains all of the information about the three starting characters:

Combat- Narg
Diplomat- Chitsa
Stealth- Mingan

The '.bio' file contains the characters' biography, and the '.gcd' file contains the characters starting info. This is not like a regular '.gcd' file because it doesn't need all of the file info. The offsets are provided here.

The Proto Directory

This sub directory has all of the pro files in it. The only directory which you should concern yourself with is the items directory. You can find all of the '.pro' files in it here.

The Scripts Directory

This sub directory contains a series of complied scripts known as '.int' files. The only way we will ever get to find out how to mod these is if Black Isle releases the scripts' source.

The Sound Directory

The sound sub directory contains every '.acm' file in Fallout. You can convert them to wave form files with ACM2WAV, however you may not under any circumstances distribute any of the copyrighted music files.

The Text Directory

This section contains every single dialogue, credits and other messages in Fallout.

Where do I put my mods?

First off, there are two ways you can put your mod back into the game. There is the compressed mod, or the standard mod.

Compressed Mod:
Compressed mods are very easy to make and they require very little time. Also, if you have modded Fallout a lot, you may want to think about compressing your mods. This is because uncompressed mods slow gameplay down whereas with compressed mods, you don't notice any difference.

Making a Compressed Mod:
First, you need to open gzip in the MS-Dos prompt. The, you'll need to remove the ending from your mod (for example I was modding, I would have to make it 00000002 instead). Now, you locate the file with gzip and type the following:

gzip.exe -n -9 00000002

After you have done this, you must rename the file (00000002.gz) to its original ending (
You may want to experiment with the commands, but this is usually what you need to type. If you want to get more commands from gzip, then type:

gzip.exe -h

Uncompreesed Mods:
These are very simple to make. You really should only use these while you are putting final touches on a mod though. Once you've completed the mod, you should compress it.

Making an Uncompressed Mod:
After you locate the directory where your mod should be placed, all you have to do is set the file properties to read only. Well, some of you may wonder how that's done. Well all you do is right click once on the file and then select 'Properties'. The where it says Attributes, you should make sure that the read only box is checked.

In Conclusion

All in all, you should always put the mod you made back in the directory you found it and make sure that the file is set to read only, otherwise you'll be wondering where your mod went. You should always backup the files you are going to mod as well. And you should start a new game with every mod if you want a 100% chance of it working and not messing up your game. But once you've perfected the mod you can play a saved game with the mod without any fear of the saved game becoming corrupt (happened to me on one occasion and I had to completely reinstall Fallout 2).


Copyright 2000 by Smackrazor