http://www.nma-fallout.com/article.php?id=34207
Well let's get started shall we, first let's do some history lessons:
IPLY originally begun working on Fallout 3 just after Fallout 2, but it ended up being scrapped.
IPLY again started working on Fallout 3 in 2003 and called the project Van Buren, which also ended up being scrapped
http://www.nma-fallout.com/article.php?id=35386
Fallout 3 was a different beast. After Baldur's Gate 3 fell apart, we started to work on Fallout 3 with that engine. I wasn't on the project for long before I left Black Isle, but I was programming on it rather than scripting. At the time, I'm pretty sure I was working on a status effect editor that would allow designers to set up various states on a character, permanent and timed, and parent them in certain ways for lifetime management. Not very interesting stuff, especially as it was originally written for BG3 which needed a far more robust effect management than Fallout would due to D&D spell complexity. I also built the path searching system for BG3, which would probably have been rewritten for Fallout 3.