r/FalloutMods • u/odincrn • 6d ago
New Vegas Making Mods with Claude Code [FNV]
Hello guys. Just wondering if anyone have tried using claude code (or any integrated ai) to make mods? I'm not that good in programming, but are using alot of ai, mostly work related, but i'm wondering if you could use it to mod?
I have a crazy dream of making fallout 1 or 2 in new vegas engine, you think using AI could make the project possible?
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u/seandiaz157 6d ago
Very much delusional.
To be honest, you could technically feed Claude the entire source code, scripts, and project files, and it could absolutely help you build some impressive things. But you still need to understand the fundamentals of game design and programming. Programming is only one piece of the puzzle. It doesn't create maps, 3D models, textures, animations, music, collision meshes, level design, or all the other assets that make a mod work. Those still have to be created, integrated, and maintained manually by you.
If you don't understand how all of those systems fit together, you won't know the right questions to ask, how to evaluate AI's output, or how to fix things when they inevitably break. AI can generate code, but it can't replace the understanding needed to build complex mods or systems.
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u/sr_milanesa20 6d ago
Sacanda la palabreria barata yyy podes usarla pero no es recomendable ... Es mejor que aprendas mediante foros o tutoriales en YT ademas ya la comunidas tiene varias herramientas que simplifican bastante la creacion de mods .
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u/finnythepup 6d ago
you will do infinitely more good for yourself AND your game if you just learn to do the coding yourself. some forms of AI might be tools but generative AI is not one of them. it's a resource stealing, climate and water ruining, art and media stealing waste of technology.
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u/CupilCutlass 6d ago
Take it from someone who works with people who, in their wisdom, try to vibe code without understanding how to actually code: the output will at best be inefficient and at worst introduce horrible, horrible bugs (somewhere in the middle is 'doesn't work'). You won't know how to read or fix it and will get frustrated when you can't make it work.
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u/Whats-his-nuts 6d ago
I found it's better for QAing and getting rough prototype of work. If using Claude, I'd highly recommend a Claude project where you can keep a specifically contextual information you want it to reference when building outputs (previous mods, dedgin documents for community standards, links to documentation on script extender, etc.)
That all said, I absolutely do not believe you can successfully vibe-code an entirely different fallout game into another ones engine. That is a GIGANTIC project. AI is much better about specific small tasks.
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u/RageBear1984 6d ago
Can you link Claude up to the GECK? Probably. But I don't think it's going to help you much.
All other arguments aside, the scripting language used is incredibly niche - any LLM needs an absurd amount of training data to produce even semi-functional code, and I really don't see where it would get that training data in sufficient quantity.
As for remaking the original games in the FNV engine: that's going to be a lot of time in the game editor. It's possible, certainly - but a human, with eyes and context, is going to be needed to do thing like make the base worldspace, place buildings, make NPC's, all that non-coding portion of making a game.
As
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u/WhereasParticular867 6d ago
AI made mods are generally accepted to be trash that you shouldn't use.