Fallout FISSION Modding: Quick Start Guide
Get Your First Mod Running in About 10 Minutes
1. What is FISSION?
FISSION is a new engine for Fallout 2 that lets you add new content without editing original game files. You simply add your files inside a mod folder (or .dat archive) inside the mods/ directory.
Key Benefits:
- No original file editing – just add new files
- Automatic, stable ID assignment – no manual number wrangling
- Built‑in testing reports – see exactly what the game loaded
- Works with vanilla saves – your mods are optional
2. Your First ‘Location’ Mod in 4 Steps
Before You Start: Pick a Mod Name
Choose a short, unique name. Example: mytown
This name goes in all your filenames. It will be used to generate unique, stable IDs for your mod’s assets.
Step 1: Create Your Map
- Put FISSION in your game directory and run it once – this creates the
mods/folder. - Open Mapper.exe (original Fallout 2 location).
- Create a new map or use a simple test map.
- Save it with a name 8 characters or less (e.g.,
mytown1.map).
Critical: Map names longer than 8 characters will fail to load. - Create a mod folder inside
mods/calledmod_mytown(ormod_mytown.datif you prefer a single archive). - Export the
.mapfile to:
mods/mod_mytown/data/MAPS/mytown1.map
(TheMAPSfolder must be uppercase.)
Note: If your map uses map‑level global variables (e.g., for quest flags), the Mapper will create a .GAM file with the same base name as your .map file. Place it alongside the .map file in data/MAPS/. This is not required for the basic example.
Step 2: Create These 4 Essential Files
File 1: mods/mod_mytown/data/city_mytown.txt
(Defines your new location on the world map)
[Area 0]
area_name = MYTOWN ; UPPERCASE, globally unique name
world_pos = 400,300 ; Where it appears on world map (x,y)
start_state = on ; on, off
size = medium ; small, medium, large (lowercase)
entrance_0 = on,100,200,MYMAP,-1,-1,0
entrance_0 field format (comma‑separated, in order):
state–onoroff(whether this entrance is available). Example:onx– X coordinate of the entrance button on the town map (in pixels). Example:100y– Y coordinate of the entrance button on the town map (in pixels). Example:200lookup_name– Must match alookup_namein yourmaps_<modname>.txtfile. Example:MYMAPelevation– Which map elevation to use (-1= any, or0,1,2). Example:-1tile– Starting tile on the map (-1= random valid start point). Example:-1rotation– Facing direction when entering (0= north,2= east,4= south,6= west). Example:0
File 2: mods/mod_mytown/data/maps_mytown.txt
(Defines your actual game map)
[Map 0]
lookup_name = MYMAP ; Matches entrance_0 above
map_name = mytown1 ; Must match .map filename *and* interal .map name
saved = yes ; yes or no (lowercase)
automap = yes ; yes or no (lowercase)
music = fs_grand ; Optional: music track name
Connection: entrance_0 in city_mytown.txt references lookup_name in maps_mytown.txt.
File 3: mods/mod_mytown/text/english/game/map_mytown.msg
(Map elevation names + area name)
# Map elevation names (3 per map, sequential)
{0}{}{Town Gate}
{1}{}{Town Interior}
{2}{}{Town Basement}
# Area name (starts at 1500)
{1500}{}{My Town}
Important: Each map uses three consecutive IDs (elevations 0,1,2).
If you add a second map, its elevations start at {3}{}{...}, {4}{}{...}, {5}{}{...}.
File 4: mods/mod_mytown/text/english/game/worldmap_mytown.msg
(Town map entrance labels – one per entrance)
{0}{}{My Town - Main Gate}
Each entrance_X gets one label, in the same order as defined in city_mytown.txt.
3. Where to Put All Files
Your mod folder (or .dat archive) must mirror the game’s original structure:
Fallout 2/
└─ mods/
└─ mod_mytown.dat/ <- can be a folder or actual .dat file
├─ data/
│ ├─ city_mytown.txt
│ ├─ maps_mytown.txt
│ └─ MAPS/
│ └─ mytown1.map
└─ text/
└─ english/
└─ game/
├─ map_mytown.msg
└─ worldmap_mytown.msg
Notes:
- The
mods/folder is created automatically the first time you run FISSION. - Your mod folder must start with
mod_(e.g.,mod_mytown). - It can be a normal folder (for easy editing) or a
.datarchive (for distribution).
3.5 (Optional) Add Mod Metadata & an Icon
FISSION can display your mod in an in‑game Loaded Mods mod list (accessible from the main menu FISSION icon). To give your mod a name, description, author credit, and an icon, create a simple configuration file.
Step A: Create mods/mod_mytown/data/mod_mytown.cfg
[mod_info]
display_name = The Quick Start Town
name = mytown
description = Adds a new settlement called My Town with custom quests.
author = YourName
dependencies = anothermod, thirdmod
display_name- User friendly name of your mod. Used only in the Loaded Mods window.name– Internal name of your mod. Must be the same as your mod folder name without themod_prefix (e.g.,mytown). No spaces or special characters. This is used to generate a stable ID for the mod icon.description– Short description (shown when the mod is selected in the list).author– Your name or alias.dependencies– (Optional) Comma‑separated list of other mod internal names that your mod works with or requires. This is informational only – it tells players which other mods they should install. The engine does not enforce this list.
How to actually check for another mod in your scripts:
Every mod that provides an icon also gets a stable art index (the same index used for the icon). This index is written todata/lists/mod_ids_list.txtwhen the game runs.
To check if another mod (e.g.,anothermod) is installed, use its icon’s art index in your script:#define OBJ_TYPE_INVEN 7 procedure start begin if (sfall_func2("art_exists_by_index", OBJ_TYPE_INVEN, 5628)) then display_msg("Art found!"); else display_msg("Art not found."); end endReplace
5628with the actual ID frommod_ids_list.txt. This allows you to conditionally enable cross‑mod features.
Step B: Add the Icon to the Interface Art List
Create an art list file for the interface category:
File: mods/mod_mytown/art/intrface/intrface_mytown.lst
mytown.frm
Each line is the filename of an interface .frm file (one per line). The name must match the name field from your .cfg file.
Step C: Place the Icon File
Put your custom icon .frm file in the same folder as the .lst file:
mods/mod_mytown/art/intrface/mytown.frm
- Recommended size: 140×116 pixels (same size as perk/trait/karma fallout boy images).
- The icon appears next to your mod in the mod list.
- This icon’s art index is what other mods will use to detect your mod’s presence.
If you omit the icon, the mod list will show a blank space, and other mods cannot reliably detect your mod via art_exists_by_index.
That’s it! Your mod will now appear with proper metadata and an icon in the mod list, making it easier for players to identify and manage – and for other mods to conditionally integrate with yours.
4. Test Your Mod
Test 1: Check the Reports
Run the game once, then look in data/lists/ (inside the game’s root folder – not inside your mod):
area_list.txt– Your area “MYTOWN” should be listed.maps_list.txt– Your map “MYMAP” should be listed.
If both appear, your mod loaded successfully!
Test 2: Play Your Mod
- Start a new game or load a save.
- Enter the world map.
- Travel to coordinates 400,300.
- You should see a circle labelled “My Town”.
- Click the circle to enter – you’ll load into
mytown1.map. - The location name should show “Town Gate” (elevation 0).
If you can walk around your map, your mod is working!
4.5 Example Mod (Download)
If you want to skip manual file creation and see a working example, download the pre‑built template:
Download mod_mytown.dat.zip
Inside the zip you’ll find a folder mod_mytown.dat/ containing the complete file structure from this guide:
data/city_mytown.txtdata/maps_mytown.txtdata/MAPS/mytown1.maptext/english/game/map_mytown.msgtext/english/game/worldmap_mytown.msg
How to use it:
- Extract the zip file into your
mods/folder (so you havemods/mod_mytown.dat/). - Run the game – the new location “My Town” will appear on the world map at coordinates 400,300.
You can edit the files inside to learn how each part works or use them as a starting point for your own mod.
5. Common Mistakes & Troubleshooting
| Problem | Likely Fix |
|---|---|
| “Cannot load map” error | map_name in maps_mytown.txt must exactly match the .map filename (no extension, ≤8 chars). |
| Area not on world map | Check area_list.txt. If missing, your city_mytown.txt has a syntax error. |
| Can’t enter area | Verify entrance_0 references the correct lookup_name. |
| Map name shows “Error!” | Your map_mytown.msg elevation offsets are wrong (must be 0,1,2 for first map). |
| No reports generated | The game didn’t load your mod – check that your mod folder is named mod_xxx and is inside mods/. |
Remember: All text values are case‑insensitive, but it’s safest to use lowercase for on/off, yes/no, small/medium/large.
6. What’s Next?
Add a Second Map to the Same Area
Add another entrance in city_mytown.txt:
entrance_1 = on,200,200,MYMAP2,-1,-1,0
Add a new map definition in maps_mytown.txt:
[Map 1]
lookup_name = MYMAP2
map_name = mytown2
saved = yes
automap = yes
Extend map_mytown.msg with the three elevation names for the second map (offsets 3,4,5):
{3}{}{Underground Entrance}
{4}{}{Underground Tunnels}
{5}{}{Hidden Vault}
7. Final Notes
- Mod name stability: If you change your mod’s name after starting a game, saved games will no longer recognise your mod’s content. Choose a name once and keep it. Hashed IDs will also be changed, breaking some of your content.
lookup_nameuniqueness: Avoid using common names like “VAULT13”. Use a prefix likeMYTOWN_MAP1to prevent accidental overrides with other mods.- No manual ID assignment: FISSION calculates and assigns stable IDs automatically from your mod’s name and the order of items in your files.
8. What’s Next?
Once your basic location mod is working, expand it with these additional features:
| Topic | Guide | Description |
|---|---|---|
| Quests | Quest Mini‑Guide | Add Pip‑Boy tracked quests to your location |
| Holodisks | Holodisk Mini‑Guide | Add readable text entries to the Pip‑Boy |
| Items | Item Mini‑Guide | Create new weapons, armor, or misc items |
| Critters | NPC Mini‑Guide | Design custom NPCs with unique stats and looks |
| Combat AI | AI Mini‑Guide | Define aggression, weapon preferences, and taunts |
| Scripts | Script Mini‑Guide | Add custom behavior with .int scripts |
| GVARs | GVAR Mini‑Guide | Manage persistent flags and quest states |
| Art & FRMs | Art Mini‑Guide | Import custom graphics (items, critters, interface) |
| Death Endings | Death Endings Mini‑Guide | Add custom narrations when the player dies |
| Endgame Slides | Endgame Slides Mini‑Guide | Create custom ending slideshows |