[RelZ] Fallout Interoperability Program Number 2

Post » Fri Feb 18, 2011 9:29 pm

That would fix it, that's correct, but the weapon stats would be completely inconsistent with FWE(and that's pretty major since weapons in FWE do a whole lot more damage).I'll be porting the WMK DLC addons over to FWE this week if you dont mind.


Sure, go ahead. :)
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bimsy
 
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Post » Sat Feb 19, 2011 2:35 am

I just updated the WMK-FOOK2 FOIP package with new versions of the WMK-BrokenSteel and WMK-PointLookout (FOOK2 versions) that no longer cause an error when trying to create an automatic merged patch.

Just so people know.
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Genevieve
 
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Post » Sat Feb 19, 2011 2:11 am

I just released the WMK-MothershipZeta add-on. This is mentioned in the readme, but I'll say it here too: it doesn't need a FOOK/FOOK2-compatible version (barring any future changes to MZ weapon stats in FOOK2). The vanilla WMK-MZ add-on is fine with or without FOOK/FOOK2.
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Roberta Obrien
 
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Post » Fri Feb 18, 2011 11:55 pm

Sorry, new guy with the major mods here, and am in search of some help. I'm currently trying to read up on how to combine FOOK, WMK, and MMM, and from what I could find, there are only compatibility patches for FOOK-WMK and none for MMM for either.

Could I ask for some help? I'm currently a bit overwhelmed...
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Juliet
 
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Post » Sat Feb 19, 2011 7:46 am

Sorry, new guy with the major mods here, and am in search of some help. I'm currently trying to read up on how to combine FOOK, WMK, and MMM, and from what I could find, there are only compatibility patches for FOOK-WMK and none for MMM for either.

Could I ask for some help? I'm currently a bit overwhelmed...

On the http://fallout3nexus.com/downloads/file.php?id=4968 you can find the FOIP - Marts Mutant Mod Package, in it is the compatibility patch for FOOK-MMM.
There is no CP between WMK and MMM, since they are in no way related to each other.
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Angela Woods
 
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Post » Sat Feb 19, 2011 12:44 pm

So rough load order goes...

FOOK
WMK
FOOK-WMK compatibility
MMM
FOOK-MMM compatibility

This right?
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Alex [AK]
 
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Post » Sat Feb 19, 2011 10:07 am

So rough load order goes...

FOOK
WMK
FOOK-WMK compatibility
MMM
FOOK-MMM compatibility

This right?

:thumbsup:

But please keep in mind to always load all esms before the esps!

so for example
Fallout3.esm
FOOK2.esm
MMM.esm
....
FOOK2.esp
WMK.esp
etc...
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kyle pinchen
 
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Post » Sat Feb 19, 2011 3:33 am

ESM's are automatically loaded before ESP's though. :)
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Rodney C
 
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Post » Sat Feb 19, 2011 5:02 am

ESM's are automatically loaded before ESP's though. :)


Explain what you mean with automatic. If you have an esm behind an esp in your load order in FOMM, the esp will load first.
If you load some esp that depends on MMM's esm before the esm, you'll get a crash due to a missing master file.
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Jodie Bardgett
 
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Post » Sat Feb 19, 2011 1:32 am

when they update the DLC FWE WMK files will they be getting rid of that stupid unblockable extra damage from point lookout?
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Del Arte
 
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Post » Sat Feb 19, 2011 5:01 am

when they update the DLC FWE WMK files will they be getting rid of that stupid unblockable extra damage from point lookout.

The unblockable damage doesn't have anything to do with the FWE WMK FOIP patch, it's edited in the DLC component of the main FWE files.
I had actually left that in there for balance reasons, as I felt the monsters were a too little threat without it in point lookout. But I might downgrade or remove it altogether in the next version, still require some more feedback regarding that.
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DAVId MArtInez
 
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Post » Sat Feb 19, 2011 2:30 am

for gameplay reasone i wish bethesda had simply made alot of the swampfolk instead of making them tougher than muties. i can take down entire military organizations with less ordinance than the trackers. :) the enemies that i had the most difficulty with were the trogs. it didnt take much to killl them but they moved and jumped so fast it took awhile to get a bead on them.
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Nicole Coucopoulos
 
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Post » Sat Feb 19, 2011 5:56 am

Explain what you mean with automatic. If you have an esm behind an esp in your load order in FOMM, the esp will load first.
If you load some esp that depends on MMM's esm before the esm, you'll get a crash due to a missing master file.

You made me unsure and I had to test it out, but it appears as if I was right. If I move ESM's below ESP's that require them, the game does not crash. If fact, it did not crash even if I disabled the ESM's, I had to move or rename them to get the game to go down.

The purpose of an ESM is to be a master, so it makes sense for them to load first after all.
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Soph
 
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Post » Sat Feb 19, 2011 2:18 am

You made me unsure and I had to test it out, but it appears as if I was right. If I move ESM's below ESP's that require them, the game does not crash. If fact, it did not crash even if I disabled the ESM's, I had to move or rename them to get the game to go down.

The purpose of an ESM is to be a master, so it makes sense for them to load first after all.

Of course it makes sense, but I didn't figure it was like that. Hm, guess I got something mixed up in my head then!
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Enie van Bied
 
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Post » Sat Feb 19, 2011 3:35 am

No worries. I made a similar mistake regarding form ID's. :coolvaultboy:
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YO MAma
 
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Post » Fri Feb 18, 2011 8:46 pm

I never tried FOOK2 before, it's my first time, I would like to give it a try in combination with MMM and the UOP.

I came up with this load order so far, any recommendations or corrections to bring please?

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] HairPack.esm[X] FallsChurchMetroFix.esm[X] Mart's Mutant Mod.esm[X] CALIBR.esm[X] FOOK2 - Main.esm[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm[X] FOOK2 - [DIK] DLC Improvement Kit.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] FOOK2 - Mothership Zeta.esp[X] DarNifiedUIF3.esp[X] WeaponModKits.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] DCInteriors_SewardSq.esp[X] DCInteriors_Georgtown.esp[X] DCInteriors_Mason.esp[X] LucyWestCompanion.esp[X] eyes_hairpack_en.esp[X] SomePoses.esp[X] F3UmpaAnimation.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - No Floaters.esp[X] Mart's Mutant Mod - No Geckos.esp[X] Mart's Mutant Mod - No Ghoul Raise.esp[X] Mart's Mutant Mod - No Wanamingos.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - FOOK2.esp


Thanks everyone.
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Genevieve
 
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Post » Sat Feb 19, 2011 10:29 am

I never tried FOOK2 before, it's my first time, I would like to give it a try in combination with MMM and the UOP.

I came up with this load order so far, any recommendations or corrections to bring please?

Thanks everyone.


Considering you're posting this in the FOIP thread...it might be a good idea to add the WMK-FOOK2 FOIP patch to that loadorder of yours...

Otherwise it looks decent, but you also need a Merged Patch for all the WeaponModKits to work.
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Luis Reyma
 
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Post » Fri Feb 18, 2011 10:23 pm

Considering you're posting this in the FOIP thread...it might be a good idea to add the WMK-FOOK2 FOIP patch to that loadorder of yours...

Otherwise it looks decent, but you also need a Merged Patch for all the WeaponModKits to work.


Alright, is that the one named ? WeaponModKits - FOOK.esp ? with a size of 648 KB? The readme from the archive does mention it's for FOOK2 compatibility, but there's no " 2 " after FOOK, at first glance it looks like it's for the original. But, well, I guess I answered my own question, the readme shouldn't be there for nothing either, it says it's for FOOK2, so it should be alright. And the Merged Patch's .ESP will end up at the very end of the load order, right?

Thanks.
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Haley Cooper
 
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Post » Sat Feb 19, 2011 5:47 am

Alright, is that the one named ? WeaponModKits - FOOK.esp ? with a size of 648 KB? The readme from the archive does mention it's for FOOK2 compatibility, but there's no " 2 " after FOOK, at first glance it looks like it's for the original. But, well, I guess I answered my own question, the readme shouldn't be there for nothing either, it says it's for FOOK2, so it should be alright. And the Merged Patch's .ESP will end up at the very end of the load order, right?

Thanks.


Exactly
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Tanya
 
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Post » Sat Feb 19, 2011 3:00 am

Ive downloaded FOOK2, MMM and WMK. Do I need both FOIP - Marts Mutant Mod Package and FOIP - Weapon Mod Kits and FOOK2 package?
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MR.BIGG
 
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Post » Sat Feb 19, 2011 2:01 am

Is this load order okay or do I need to use the *full* XFO .esp?


Unofficial Fallout 3 Patch.esm
Fallout3.esm
CALIBR.esm
CRAFT.esm
Mart's Mutant Mod.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
GalaxyNewsRadio40[M].esp
Fellout-SOTD.esp
CALIBRxMerchant.esp
CRAFT - Activation Perk.esp
Stealthboy Recon Armor - CRAFT.esp
Vault-Tec Experimental Dimensional Safe.esp
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
DarNifiedUIF3.esp
XFO_Playstyles.esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_rarity_drugs_mild.esp
XFO_Sneak_Rebalance_mild.esp
XFO_barter_fix_mild.esp
XFO_Timescale_med.esp
XFO_VATSdmg_50.esp
XFO_Karma_changes.esp
XFO_Radiation_changes.esp
XFO_Degradation_fixes.esp
XFO_Gore_fixes.esp
XFO_Weapon_Jamming.esp
XFO_Immersion_nomsgs_sneak.esp
XFO_rarity_ammo_mild_FOOK.esp
XFO_Weapskill_dmg_and_accuracy_mild_FOOK.esp
XFO_Pacing_mild.esp
WeaponModKits.esp
WeaponModKits - FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - FOOK2.esp

Total active plugins: 37
Total plugins: 66
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SEXY QUEEN
 
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Post » Sat Feb 19, 2011 6:27 am

I'm having an odd problem, I've just got to a point where I level, but when I've finished and chosen my perk it freezes on the perk screen and I can do nothing but alt tab out of game and close it throught the startup manager.
The reason I'm posting this here is because I din't have the problem before I tried using this, so I'm guessing I'm messed up my load order is some way, any help with this would be great thanks.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
Enhanced Weather - Rain and Snow.esm
HairPack.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FEV.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
hair_add_npc.esp
AsharasPresets.esp
CALIBRxMerchant.esp
UT3IronGuard_eng.esp
NecrisArmor1.esp
FOOK2 - Main.esp
FOOK2 - Mothership Zeta.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FEV - RepairByCaliberAndWeaponType.esp
FEV -BetaQuickFix.esp
Classic Fallout Weapons BETA.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
Unlimited Death Reload Time.esp
GarageBaseV1.3Fenced.esp
UndergroundHideout.esp
DarNifiedUIF3.esp
Mart's Mutant Mod - CFW.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp

Total active plugins: 58
Total plugins: 69


@Satu: I realise I'm one to talk atm because I'm having trouble, but you need to load Unofficial Fallout 3 Patch.esm after you fallout.esm. Other wise there's no point having it turned on, as the normal fallout files overwrite the modded patch ones.
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Emma louise Wendelk
 
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Post » Sat Feb 19, 2011 11:38 am

I'm having an odd problem, I've just got to a point where I level, but when I've finished and chosen my perk it freezes on the perk screen and I can do nothing but alt tab out of game and close it throught the startup manager.
The reason I'm posting this here is because I din't have the problem before I tried using this, so I'm guessing I'm messed up my load order is some way, any help with this would be great thanks.


I'd love to figure out what causes this error. I've personally never had it occur, but many others have. There's been discussion in the past about some of the experience pacing mods causing problems, but I don't see any of those type of mods in your list . . . unless maybe FOOK changes experience?

What level are you leveling up to? Also, what perk are you selecting? Have you tried picking a different perk? does it freeze immediately when you select a perk, or only once you've hit the "done" button?

As far as your load order goes, I don't know if FEV works with FOOK2. Same with Classic Fallout Weapons. Both of those mods extensively overhaul the leveled lists, which is going to be a problem for using them with FOOK2, considering that there isn't a patch for FOOK2 with those mods.
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kelly thomson
 
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Post » Sat Feb 19, 2011 4:34 am

It's level 7 to 8. The perk I'm choosing is bloody mess, and it freezes after I chose done. I've not tried choosing a different perk yet I didn't think of that, I'll give that ago see if that makes a difference. I didn't realise about FEV and CFW I must of got confused when I was reading up on bits, if choosing a different perk does the same then I'll try disabling those mods see if that makes a difference, I remember odder things fixing stuff in oblivion.

Edit: Ok it was level 6 to 7 and choosing a different perk ended in the same way. Am going to try disable FEV and CFW see if that helps.

Edit2: Disabling those 2 mods didn't work either, tho if they overhaul the game I'll probably leave them that way.

Turns out CFW is in FOOK2 I must of missed that in the read me.

I've looked into it more and it turns out it a flaw in fook but they don't know what causes it yet, but they do have a guide of what to do if it happens http://www.fookunity.com/forum/showthread.php?t=1470.
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Kay O'Hara
 
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Post » Fri Feb 18, 2011 9:11 pm

Is this load order ok and which plugins exactly must be included in merged patch?

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] PointLookout.esm
[X] BrokenSteel.esm
[X] Zeta.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] HairPack.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[ ] The Pitt Crash Fix.esp
[ ] CALIBRxMerchant.esp
[ ] hair_add_npc.esp
[X] CRAFT - Activation Perk.esp
[X] T3T_BetterMegatonStorage.esp
[X] 1PipboyPDA.esp
[X] DarNifiedUIF3.esp
[X] DarNifiedUIF3_FWE.esp
[ ] SS OTS Camera FOSE.esp
[X] SS OTS Camera Right Shoulder.esp
[X] Tailor Maid.esp
[X] Tailor Maid Anchorage.esp
[X] Tailor Maid PITT.esp
[X] Tailor Maid Brokensteel.esp
[X] Tailor Maid ZETA.esp
[X] Tailor Maid Black Retex.esp
[X] Enhanced Weather - Rain and Snow in Fallout.esp
[X] Enhanced Weather - Sneak Bonus during Storms.esp
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[ ] dD-Full Screen Blood.esp
[X] dD-Larger Blood.esp
[X] dD-More Gore-The Pitt.esp
[X] dD-More Gore-PointLookout.esp
[X] dD-More Gore-BrokenSteel.esp
[X] dD-More Gore-Zeta.esp
[X] dD-More Gore.esp
[X] dD-Reduced Dismember Force.esp
[ ] UPP - Original Perks.esp
[X] UPP - Pack 1.esp
[X] UPP - Pack 2.esp
[X] UPP - Beverage Perks.esp
[X] DCInteriors_ComboEdition.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Lvl 30 High Skills.esp
[ ] FO3 Wanderers Edition - No Drug Visuals.esp
[ ] FO3 Wanderers Edition - UFP Support.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - No Corpse Flies.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - Zeta.esp
[X] CASM.esp
[X] PCB.esp
+ Merged Patch once I figure what to put in it.
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teeny
 
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