Source code of the Vault Rats mod scripts
Source CodeThese are sources of the Vault Rats mod scripts. Feel free to study them, learn about how certain features have been implemented into the Vault Rats mod...
This mod is the result of the drastic changes made to the Fallout game setting and mechanics introduced during the development of the third sequel - Fallout 3. First person shooter with some role playing elements was the worst fear (which mostly became true on October 28th, 2008 when Fallout 3 was released) of the earlier established Fallout community, which largely demanded that the upcoming sequel keeps the spirit of its predecessors, Fallout 1 and 2, as much as it is possible.
Back in the days, one of the greatest Fallout communities with years of experience in playing, modding and discussing the game and its setting was [and still is] "No Mutants Allowed" (aka NMA). Soon after Bethesda (Fallout 3 developer and publisher) has shown their first screenshots and started answering questions about their new title, the NMA forum became a battleground between the community who wanted a sequel to the classic Fallout cRPG (computer role playing game) on one side and (bribed?) game journalists, fans of Bethesdas' games (The Elder Scrolls in the first line, especially Oblivion), people who liked the cheesy humor evident from the first PR materials published, as well as some others who just felt it was the right time to move on and forget the old cRPG- and game-mechanics on the other side.
In spite of all recommendations to take a different approach to the development of the game instead of making "Oblivion with guns" (or "just another mod for Oblivion", as some community members have stated), none of the Bethesda developers working on Fallout 3 bothered about the reactions of those who had to wait for 10 long years to see a proper sequel for their beloved cRPG. Due to their ignorance and some other "pure comedy" situations which occurred on the NMA forum during the Fallout 3 development, I have decided to make a small mod which included some of the greatest moments we've had back then. The mod was such success that later the term "Vault Rats" was included in Fallout 3 (on your birthday party during the tutorial part) where the Tunnel Snakes are just about to be formed by local Vault 101 kids trying to come up with a fitting name for their future gang. Remember, this mod was released 15 months before Fallout 3 (more info). Since the homepage of the mod was deleted a while ago, I have decided to move all of the content, including the latest version of the mod, to ModDB. Luckily, the fallen website had a regular backup, so the part of it was moved over to Survivor-mods.at.cr (it went down after all :/).
For more info about the mod, explanations (why? who? where? etc.) and the complete walkthrough please refer to the "Vault Rats Moments" text file in "downloads".
Features of the Vault Rats mod:
Additional features:
The mod itself is also a great source of scripting material for all those wishing to learn more about Fallout 2 scripting. The script sources are available in the "downloads" as well.
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These are sources of the Vault Rats mod scripts. Feel free to study them, learn about how certain features have been implemented into the Vault Rats mod...
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Great mod.
Thank you! I for one am always happy to hear what makes a mod (or in this case my mod) great... Feel free to post your opinions ;)
Thank You lisac2k!
Mod is excellent and funny :) Are You planing to make another one ? Please say "yes"
Regards
Bielow
Sorry for this late reply, but no - I'm not going to make another one like Vault Rats. The crusade is over, there is another FallenOut world out there now and there's people enjoying it in all its lulziness there is (and there's, undeniably, plenty of it.)
I will, however, keep working on the original Fallout setting and improve it in the way its creators envisioned it within their designs, trying not to stray too far away from the given goal. Of course, Fallout 1 and the Fallout Bible (minus lulz) being the greatest guides on that path.
Currently, I'm developing a concept (design document) for the new total conversion (TC) mod for Fallout 2. It's nothing big, but it shall - most probably - grow. It's still too early to talk about it, so I keep it mostly to myself. Considering the current lack of time, the concept may take a while. Just sayin'.
Thank You for reply. Sad :( but thanks for Your effort!
Bielow
I like scripts from that mod, must play it again.
If you need help with the scripts, let me know. I'm somehow confident you won't have any problems with them, but just in case. There may be a bug or two in there, but I can't force myself to fix it. The mod looks good the way it is, I guess.
Is this a new version of your "Beth, the old hag" mod ?
Well, yes. It was released soon after the "Beth, the old hag" mod, but then again, it's not really anything new, since this mod is more than 3 years old.
I just had to move it to ModDB recently, because my ISP was polite enough to remove my homepage from their server without notifing me (luckily, I made a backup of all stuff there).
You were playing "Vault Rats" back in the days, don't you remember? Here: Nma-fallout.com
cool