[RelZ] Fallout Interoperability Program Number 2

Post » Sat Feb 19, 2011 9:52 am

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FOIP - Fallout Interoperability Program

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DOWNLOAD: http://www.fallout3nexus.com/downloads/file.php?id=4968

STATUS:

2009.03.22 .......... FOIP is launched! Hurray.


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General Questions

What is FOIP?

The Fallout Interoperability Program (FOIP) is a collective effort by a number of modders to improve compatibility between many of Fallout's major mods. This includes developing a more effective and consistent means of providing Compatibility Patches (CP's) to mod users, tracking updates, and sharing information regarding compatibility issues.

What mods are covered under FOIP?

At the moment, we are focusing on covering the larger, more popular mods under FOIP. This currently includes:

? Martigen's Mutant Mod (MMM)
? Fallout Overhaul Kit (FOOK)
? Classic Fallout Weapons (CFW)
? Fallout Balance Overhaul (XFO)
? Fallout Wanderers Edition (FWE)
? Weapon Mod Kits (WMK)
? Fallout Evolutionary Variety (FEV)
? CALIBR

Over time, additional compatibility patches (CP's) can be developed for other mods where compatibility is desired and/or difficult to achieve.

How do I use FOIP?

FOIP is organized as a series of resources:

? Compatibility Patches (CP's)

The FOIP page on the Fallout3Nexus provides a central clearinghouse for all available compatibility patches for all mods participating in FOIP. Rather than having different mods package their own CP's, a single point source can now be used to find the most up-to-date set of CP's for the mods you are using.

Furthermore, compatibility patches will have a standard description field that shows what specific mod versions they are intended to be used with, which will hopefully reduce confusion and conflicts.

? Load Order Templates

Using the FOIP compatibility patches properly relies on having the correct load order for any given set of mods. In this thread and on the Fallout3Nexus FOIP page recommended load orders and additional considerations will provide a consistent and up-to-date voice when it comes to helping people resolve load order problems.

? Mod Tracking + Communication

The FOIP threads will serve as a tracking resource, announcing when participating mods are updated and a new CP is available. This is a benefit both to mod users and mod developers. The objective is to improve communication and coordination between modders so they are aware of upcoming release dates, and to serve a vital function of informing mod users when they need to update a mod.

FOIP Structure + Load Order

Load order is critical to ensuring proper compatibility between FOIP mods. FOIP provides a framework for managing load order and CP's utilizing a tiered system of mod groups. A mod group contains a number of mods that generally do not need compatibility patches to work together. For instance, the mods might be clear alternatives to one another (i.e. two different gameplay balance mods), or change different parts of the game and therefore don't conflict with each other (i.e. Martigen's Mutant Mod and Weapon Mod Kits).

Compatibility patches are intended to work between mod groups, not within mod groups, in a hierarchical system. This system also highlights the general load order for mods:

? Group 0 mods load first
? ???
? Group 1 mods
? ???
? Group 2 mods + compatibility patches with group 1
? ???
? Group 3 mods + compatibility patches with group 1 and / or with group 2


The mod groups are described as follows:

Group 0 - Standards

? CALIBR

Mods in Group 0 (standards) are intended to always be used when using a FOIP mod. It doesn't matter whether the original mod uses the standards or not. What does matter is that any of that mod's compatibility patches might rely on the standards. So, better safe than sorry. Use the standard.

Group 1 ? Item / Loot Content

? FOOK
? FEV
? CFW

Mods in Group 1 typically add new items to the gameworld and/or extensively alter loot and leveled lists. Typically, mods within this group are not intended to be used with each other, as they each provide a significant and different experience. It is of course possible that CP's will be developed between content mods in the future.

Group 2 ? Balance / Gameplay Overhauls

? XFO
? FWE

Mods in Group 2 focus primarily on gameplay, balance, and mechanic changes. These generally load after the major content additions in order to change or modify the new content to fit the new game balance approach. Again, mods within this group are typically not intended to be used with each other.

Group 3 ? Spawns / Other Content Additions

? WMK
? MMM

Mods in the final group may adjust a variety of different gameplay mechanics, such as spawns or companion changes. Mods within this category typically change different aspects of the game and have minimal conflicts.

Again the load order should be as follows

Group 0 mods ==> Group 1 mods ==> Group 2 mods ==> Group 2 compatibility patches ==> Group 3 mods ==> Group 3 compatibility patches

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Compatibility Patch (CP) Tracker + Load Order

The compatiblity tracker contains an up-to-date list of available mods and patches participating in FOIP. To determine what mods are compatible with mods, look at the bulleted list under each mod. That list will indicate with which mods in higher groups it is compatible.

The tracker will be maintained on the Fallout2 Nexus page for collective editing by FOIP contributors.


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Develepment Guidelines

The following section describes a number of standards + operating procedures to streamline FOIP as much as possible.

Process + Notes for updating FOIP Mods

1) FOIP mods will be saved on the FOIP Fallout3NexusPage (forthcoming)

2) FOIP compatiblity patches will be bundled together under their primary parent mod. For example, "Mart's Mutant Mod FOIP package" would contain all of the compatiblity esp's that load in conjunction with MMM. For example, "Mart's Mutant Mod - FWE.esp; Mart's Mutant Mod - XFO.esp; Mart's Mutant Mod - FWE + FOOK.esp etc..."

3) A text file should accompany each FOIP package describing any usage details relvant to using the FOIP patches.

4) FOIP patches should use the standard file description template (below) to provide consistency for the users.

5) When a mod is updated, for example FWE, a post should be made on the FOIP thread. As the author of FWE, I would be primarily responsible for assembling a new FOIP package for the FWE based patches that retains compatiblity with the mods loading before it (i.e., make sure the "FWE compatiblity - FOOK.esp" still works). Upload the package with new version numbers to the FOIP page, replacing the previous package version.

6) Coordinate with any authors in a "lower" group as to who will updating their applicable patches (i.e. "Mart's Mutant Mod - FWE.esp"). In this example, either Mart of myself could update the MMM FOIP package for new version compatiblity. Again, replace the existing package. In this way, there is only ever 1 FOIP package per orginal mod, and it always the most up to date one available.

Standard FOIP patch file description

The file descriptions for FOIP patches should be created accordinf to the template below. The most important piece of information of to convey is what mods the patch depends on and specifically what versions of the parent mods the patch is intended to work with.

-----------------------------------------------------------------------------------
Author: whoever initially made the patch + whoever else has updated it

Fallout Interoperability Patch

Fallout Wanderers Edition (v3.2c)
Martigen's Mutant Mod (beta4)
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This thread will continue to be developed over time. Thank you!

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User avatar
Tom
 
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Post » Sat Feb 19, 2011 12:23 pm

Any idea on the timeline for wmk and fook 2 compatability?
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 9:55 am

4 days and no response whatsoever??

No bueno

I am so very curious at least how long I have to wait, lol...

Oh well though, if no one knows then I guess theres not much to say =-/
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Shaylee Shaw
 
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Post » Fri Feb 18, 2011 9:48 pm

Oh hey, there's a new FOIP thread - good. :)

As I just mentioned over in the WMK thread: the WMK-FOOK2 v1.0 compatibility patch is available now: grab it from the WMK-FOOK2 FOIP package. Be sure to read the included documentation thoroughly, as always - and let me know if there are any problems. :)

It's likely that more weapons from FOOK2 will be implemented in future versions, so stay tuned...


Also, the old WMK FOIP package is still available on the FO3Nexus FOIP page - containing support for FOOK v1.6, and older (I think) versions of FWE and CFW. I just moved it to the 'Old Files' category and renamed it to 'FOIP - Weapon Mod Kits package - OLD'.
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Ezekiel Macallister
 
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Post » Fri Feb 18, 2011 8:19 pm

THANK YOU!!!!

=D
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Janette Segura
 
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Post » Sat Feb 19, 2011 12:47 am

Hello!

Well I'm trying to get FWE, WMK, MMM, EVE, and finally FOOK2 to all work together (along with FOIP help.) I've taken time to install everything and I've done my best with the load order. Launching FOSE via FOMM results in game crash. And I cannot create a master bashed patch because it errors on adding FOOK.esm for some reason. I thought maybe this had to do with naming? Either way no matter all the documents i've read, read-me files, etc... Nothing seems to provide a sample load order for these five modes together. Has anyone done this successfully?

Anyways, if anyone would care to check out my load list and post any pertinent information that would be more than appreciated. Sample load orders with the five mods would be helpful as well!

Thank-you,

Stealth

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Unofficial Fallout 3 Patch.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] DarNifiedUIF3.esp
[X] DUIF3Extras.esp
[X] CALIBRxMerchant.esp
[X] CRAFT - Activation Perk.esp
[X] Stealthboy Recon Armor - CRAFT.esp
[X] UPP - Experience Perks.esp
[X] UPP - Pack 1.esp
[X] UPP - Pack 2.esp
[X] UPP - Quest Perks.esp
[X] UPP - Original Perks.esp
[X] UPP - Beverage Perks.esp
[X] FOOK2 - Main.esp
[X] FOOK2 - [DIK] DLC Improvement Kit.esp
[X] FOOK2 - Mothership Zeta.esp
[X] FOOK2 - [censored] Map Markers.esp
[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - FOOK Support.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] EVE Beta_0.9.2.esp
[X] EVE Operation Anchorage.esp
[X] EVE Main - FWE Master Release.esp
[X] EVE Anchorage - FWE DLC Anchorage.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FOOK.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - FOOK2 - DIK.esp
[X] Mart's Mutant Mod - FOOK2.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Hunting & Looting.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 - FOOK + FWE.esp

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Brooke Turner
 
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Post » Fri Feb 18, 2011 10:12 pm

Fook 2 + FWE have no official compatibility patches for 'em, and I think attempting that route's what's mainly hosed your mod install.

Unofficial Patch.esm should come right after zeta.

You have 2 versions of EVE installed. The one that comes with Fook 2 and the one that doesn't.

Some of the UPP mods will conflict with FWE.

You're missing some of the FOIP patches to make FWE + WMK + MMM work together.

And if you take FOOK 2 out of the equation there's plenty of documentation on load orders. It's listed in the FWE readme, and expanded on in the FOIP patch readme's.

Or you can take FWE out of the equation and use FOOK 2 in it's place.
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Naazhe Perezz
 
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Post » Sat Feb 19, 2011 12:31 am

Ah! That's why. Thank-you for clearing that up.

So,

-FOOK2 can install the same EVE as seperately downloaded?

Well may I ask what order you use personally? If it works well I may just use it. My head spins a little bit after I do too much researching of mods. :)

Thank-you for the educated and fast response Drayth,

Stealth
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Elena Alina
 
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Post » Sat Feb 19, 2011 11:25 am

Just quick note: http://www.gamesas.com/bgsforums/index.php?showtopic=965300 has been updated to 1.2. Any mod bundling it (FOOK and FWE AFAIK) should update.
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James Wilson
 
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Post » Sat Feb 19, 2011 9:30 am

Just quick note: http://www.gamesas.com/bgsforums/index.php?showtopic=965300 has been updated to 1.2. Any mod bundling it (FOOK and FWE AFAIK) should update.

Tubal, I saw that but haven't had the time to look at any the new version yet.
Does 1.2 change any of the existing Calibers, or were just new ones added? (And FWE requires CALIBR to be loaded anyways, so there's no need for it to be updated)
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Heather Stewart
 
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Post » Fri Feb 18, 2011 10:27 pm

No changes, only additions, so updating should be seamless. Technically there's no need to update unless you want to use a weapon-mod that requires one of the new calibers, but I want overhaul mods that bundle CALIBR to include the latest version so users don't get confused.
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u gone see
 
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Post » Sat Feb 19, 2011 6:54 am

Quick note as well, for stealthredneck at least, FOOK2 is in beta stages so a lot of mods have not been given the official "OK" to be used in combination. For a mod as big and game altering a fresh install should be given, which i know is usually frowned upon. MMM and WMK so far have compatibility patches.
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Javier Borjas
 
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Post » Sat Feb 19, 2011 5:09 am

As I just mentioned over in the WMK thread, there's a series of updates and new things for WMK today:

- WMK itself has been updated to v1.1.7.
- WMK-FOOK2 has been updated to v1.0.1.
- WMK-ThePitt has been updated to v1.0.2.
- WMK-BrokenSteel v1.0 has been released.
- WMK-PointLookout v1.0 has been released.

If you use any of these modules, I would highly recommend updating *all* of them, to maintain compatibility between them. And don't forget to update your automatic merged patch. :)

Also, FOOK2-compatible versions of the relevant add-ons have been added to - or updated in - the WMK-FOOK2 http://www.fallout3nexus.com/downloads/file.php?id=4968 package.


Mezmorki: You may be interested in the third point in the changelog for WMK v1.1.7 ;):

Version 1.1.7 (21-09-09)
- When attempting to modify a weapon that is not supported by WMK, the player now receives a message specifically saying their equipped weapon cannot be modified.
- Added modified Zhu-Rong variants to 'ExplodesGasTrapsOnHit' formlist.
- For modders only: Weapons that should specifically not be modifiable can be added to the new 'WMKProscribedWeaponList' formlist. (Only useful to stop already implemented weapons from being modified, for whatever reason.) Users must be advised to use an automatic merged patch if this is done.

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Lewis Morel
 
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Post » Sat Feb 19, 2011 5:12 am

Is it safe to assume that users of FWE should wait till the next WMK-FWE patch is available before upgrading?

Is there going to be a need for a new Weapon Mod Kits - FWE Master Release.esp?

thanks
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mishionary
 
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Post » Sat Feb 19, 2011 10:41 am

Is it safe to assume that users of FWE should wait till the next WMK-FWE patch is available before upgrading?

Is there going to be a need for a new Weapon Mod Kits - FWE Master Release.esp?

thanks

Nah, you could upgrade to the new WMK package, but you're not going to see any difference. The FWE FOIP patch script overwrite the WMK main script anyhows, because it already had it's own form of the 'WMKProscribedWeaponList' implemented itself. But either Mez or I will make an update for the FOIP patch so that FWE uses the WMKs proscribed list instead of the custom FWE one, for the sake of consistency.
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Angela Woods
 
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Post » Sat Feb 19, 2011 12:15 am

Fun news!

I'm going to be away traveling this week, so I may not get to upgrading things for a bit. Kai, you're welcome to it if you want, otherwise I can handle it when I get back.

On another note regarding WMK . . . someone mentioned (in the FWE thread?) that the WMK'd weapon variants are not added to the SuperMutantWeapons form lists, which means if you give Fawkes, say a customized assault rifle, he won't use it. This holds true for the new weapons added by FWE as well. So you could give fawkes a modded M60, but he won't use it.
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Anthony Santillan
 
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Post » Sat Feb 19, 2011 10:52 am

On another note regarding WMK . . . someone mentioned (in the FWE thread?) that the WMK'd weapon variants are not added to the SuperMutantWeapons form lists, which means if you give Fawkes, say a customized assault rifle, he won't use it. This holds true for the new weapons added by FWE as well. So you could give fawkes a modded M60, but he won't use it.


Ah that's right, Antistar you might want to add the SuperMutantWeapons list to WMK and to the FOOK2 FOIP patch as well(wierd that no one ever noticed this, huh?).

I'll write the new FOIP patch for FWE-WMK tomorrow or so and will include it in there.
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Adam
 
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Post » Sat Feb 19, 2011 4:32 am

Nah, you could upgrade to the new WMK package, but you're not going to see any difference. The FWE FOIP patch script overwrite the WMK main script anyhows, because it already had it's own form of the 'WMKProscribedWeaponList' implemented itself. But either Mez or I will make an update for the FOIP patch so that FWE uses the WMKs proscribed list instead of the custom FWE one, for the sake of consistency.


(I actually meant to post this earlier - looks like I just hit Preview rather than Post.) Yep - Mez was the one who suggested I implemented that code snippet (that was originally in WMK-FWE) in the main WMK mod, in fact. :) The script in question was also changed so that if someone tries to modify a weapon that isn't in one of the formlists that controls the weapon modification, they receive a message specifically saying it can't be modified; so that feature won't be available in WMK-FWE until the script override in it is removed.


Fun news!

I'm going to be away traveling this week, so I may not get to upgrading things for a bit. Kai, you're welcome to it if you want, otherwise I can handle it when I get back.

On another note regarding WMK . . . someone mentioned (in the FWE thread?) that the WMK'd weapon variants are not added to the SuperMutantWeapons form lists, which means if you give Fawkes, say a customized assault rifle, he won't use it. This holds true for the new weapons added by FWE as well. So you could give fawkes a modded M60, but he won't use it.


Darn - it would have been good to know that before I released WMK v1.1.7. I never use companions, so I'd never noticed that. And obviously I didn't know about that formlist or what it was used for...
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Kristina Campbell
 
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Post » Sat Feb 19, 2011 1:33 am

Got some problems with WMK and FWE :(

I can upgrade the original f3 weapons but not the new "classic" ones like the Watz Laser Rifle
http://img5.imagebanana.com/view/w0g0390e/laser.JPG - scope and mag kit in the inventory though

+ my load order. http://img5.imagebanana.com/view/fmzc2vn2/loadorder.JPG

thanks
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Phoenix Draven
 
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Post » Fri Feb 18, 2011 9:15 pm

Remove the Anchorage and Pitt WMK plugins, they (probably) overwrite the WMK/FWE patch.
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Amber Ably
 
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Post » Sat Feb 19, 2011 11:54 am

I'm confused then - Can someone name exactly which of the WMK plugins are ok to use with FWE?

thanks
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Maddy Paul
 
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Post » Sat Feb 19, 2011 7:32 am

As far as I know: Only the main WeaponModKits.esp, and the compatability patches. (WeaponModKits - FWE Master Release.esp and WeaponModKits - FWE Optional Worn Weapons.esp)
I could ofc be wrong, but I assume someone will correct me if I am. :)
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Maeva
 
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Post » Sat Feb 19, 2011 4:25 am

As far as I know: Only the main WeaponModKits.esp, and the compatability patches. (WeaponModKits - FWE Master Release.esp and WeaponModKits - FWE Optional Worn Weapons.esp)
I could ofc be wrong, but I assume someone will correct me if I am. :)

That's correct. The Operation Anchorage and The Pitt plugins are not to be used with FWE.
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Wayne Cole
 
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Post » Fri Feb 18, 2011 9:53 pm

Got some problems with WMK and FWE :(

I can upgrade the original f3 weapons but not the new "classic" ones like the Watz Laser Rifle
http://img5.imagebanana.com/view/w0g0390e/laser.JPG - scope and mag kit in the inventory though

+ my load order. http://img5.imagebanana.com/view/fmzc2vn2/loadorder.JPG

thanks


That's correct. The Operation Anchorage and The Pitt plugins are not to be used with FWE.


There could be other issues with using the WMK-DLC add-ons with FWE that I'm not aware of, but the problem Mr.Moe mentions would be fixed by creating an automatic merged patch (see the installation instructions in the WMK documentation).
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Miguel
 
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Post » Sat Feb 19, 2011 8:15 am

There could be other issues with using the WMK-DLC add-ons with FWE that I'm not aware of, but the problem Mr.Moe mentions would be fixed by creating an automatic merged patch (see the installation instructions in the WMK documentation).


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.
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Budgie
 
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