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Can I mod Fallout 3 on the Xbox 360?

Yes, it is possible, but the only way to be able to use User Created Content is either by owning a Development Kit or a Jtag'd 360


For other Fallout 3 modifications on the Xbox 360, you do need to own either a USB flash drive or any other means of transfering data between your Xbox 360 and Computer.



If you do not own either a Jtag or a Dev Kit then modding Fallout 3 is limited to:

  • Stats
  • Race
  • Cross-Platform Save Conversion
  • Inventory
  • Location
  • Item Condition
  • ID Swapping

and various others.


also, like most other games, you can put a modded save that someone else made onto your hard drive/usb after using a Rehasher/Resigner like CONcept* to change the IDs of the save. (*CONcept, and all other resigners and reashers, only work with CON files not LIVE files. PIRS do not need to be resigned)


but with these modifications you will need some way of transfering files from your 360 HDD to your PC and vice-versa (After the recent update, you can just use a USB)


For more information, visit http://www.ReapersModz.net (Requires registration).


- Modding Fallout 3, or any other single player game, will not get you banned -


View the Discussion page for help with Jtag/Dev Kit Fallout 3 Modding

What is the editor like?

What file formats are used by Fallout 3?

All asset files are stored within "BSA" archives in Fallout's "/data" folder. All other game data is stored in "fallout3.esm" which can be edited with the Fallout 3 Construction Set.

Graphics

  • 3D Models: NetImmerse/Gamebryo "NIF" files (version 20.2.0.7)
  • Textures: DirectDraw Surface "DDS" files (DXT1, DXT3, and DXT5 format, 8.8.8.8 Unsigned is also supported)

Animation

  • Skeletal Animation: NetImmerse/Gamebryo "KF" files (version 20.2.0.7)
  • Lip Sync: Bethesda(?) "LIP" files (created using workaround with Oblivion Construction Set 1.0)

Audio

  • Speech: Ogg Vorbis "OGG" files (Mono, 44.1 kHz)
  • In-world 3D Effects: Waveform Audio Format "WAV" files (Mono, 22 kHz, 16 bit, PCM format)
  • Ambient Effects: Waveform Audio Format "WAV" files (Stereo, 22 kHz, 16 bit, PCM format)
  • Music and PipBoy radio: MPEG-1 Audio Layer 3 "MP3" files (Stereo/Mono, 44.1 kHz, 192 kbps)
  • In-world 3D radio: Waveform Audio Format "WAV" files (Mono, 22 kHz, 16 bit, PCM format)

How do I extract data from the BSA files?

How to unpack BSA file format


Where can I obtain mods?

Where can I get modding help?


Modding Guides, Q and As

What about Performance Tweaks?

Oblivion and Fallout 3 share the same engine, so tweaking the fallout.ini and falloutprefs.ini files are very similar to Oblivion.ini

Examples of things to Change:

  • Open up Fallout.ini(in "My Documents/My Games/Fallout 3") and search the document for "thread". Any setting that has "=0" after it and the word "thread" in the name, change it to "=1". This should make better use of Dual and Quad-core systems. Also, increase iNumHavokThreads to 5 or so. Making these changes can disrupt the communication between the CPU and graphics card, causing the game and computer to lock, Particularly when exiting straight from the game. A work around, is to exit to the main menu, then exit the game.
  • NOTE -- It has been reported that the above tweaks may actually decrease performance (as noted in the this thread on the same subject in Oblivion).
  • TIP: If you experience your system to hang upon exiting the game try settting "bMultiThreadAudio=" to "0".


Also Change:

ifpsclamp=0   -> ifpsclamp=60

This should help with mouse lag and stuttering.

Please note, this should be only used as a last resort. It is preferable to simply lower the texture sizes to increase performance. What this option does is lock the frame rate to 60 frames per second. In this game there are brief sequences where the frame rate jumps to much higher than 60 frames per second. In practical terms, setting this option to 60 will slow down the time it takes to raise the pipboy 3000, it makes the reload time agonizingly slow and disrupts the VATS system.

Supposition, it is likely when making this game the programmers animated these sequences with many frames. However each event, such as reloading, has a set time for it to occur in irrespective of lagging and frame rate. The tweak that has a lock on frames overrides this set time.

Remember to back up any .ini files before you start "tweaking", and to experiment with each change to see what works best with your system.



12/09/09 - Lyddie Steel

Win XP, AMD (Something or other, Dual Core 2.4ghtz) 2gb RAM, Ge 6150le (128mb)

Fallout_Default.ini Changed

iPreloadSizeLimit=54428800
; was 26214400

iNumHavokThreads=3
;changed from 1

Compatibility Settings Changed to "Win 2000"


I was able to play ~30 mins with no CTD. On Low settings and below min specs! Load times have been increased by about 225% But Stability and almost no stuttering make it worth the wait!

What kind of file formats are in Fallout 3 for Xbox 360?

For all games on the Xbox 360, there are two main types: LIVE and CON. LIVE are typically used for anything downloaded off of the marketplace (DLC, Premium Themes, movies, etc). CON File means CONtainer Files. Those are typically used for saves, profiles, etc. LIVE Files, at the moment, can not be resigned to make them work on the hard drive after being edited (or added after not already existing on the hard drive) that is why GECK plugins can not work on the Xbox 360, because you would have to convert them to a LIVE File and then be able to resign them to make them work on the HDD (Hard Drive Disc). Because of Fallout 3 saves being CON files and there being a CON Resigner, you can edit these and have them working on the HDD again.


The live files are not an issue though, assuming you're trying to mod with a jtagged xbox 360, you can use a program such as XLAST, or le fluffie, you browse and unpack the live containers. Then you'll have access to the .bsa files, and you can manually install whatever DLC by editing the fallout.ini and dropping the .bsa and the .esm into the data folder. don't forget to add the esm at the top of the file

References

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