[RelZ] Fallout Interoperability Program

Post » Sat May 28, 2011 3:10 am

So if I want to install MMM, FOOK and WMK and play all the mods with each other my load order should be this?:

FOOK
WMK
MMM
FOOK <---> WMK PC
FOOK <---> WMK PC

Thanks in advance
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Enie van Bied
 
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Post » Fri May 27, 2011 7:48 pm

Has this kinda died?

I also notice there wasn't any XFO files, any reason for this?

This is question to Xodarap777
As I know- he begin (or want to begin) work with new version of XFO
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Aman Bhattal
 
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Post » Sat May 28, 2011 6:30 am

This is question to Xodarap777
As I know- he begin (or want to begin) work with new version of XFO


Yeah, I'm trying to get FOOK 1.6, MMM RC3 (and RC4 when its out) and XFO 84b (latest) working together with all the DLC, but the FOOK weapons aren't ever on any enemies.

I don't use any FOIP mods because I don't think there are any that are relevent to my Load Order. Is this correct?
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Bird
 
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Post » Fri May 27, 2011 11:20 pm

Yeah, I'm trying to get FOOK 1.6, MMM RC3 (and RC4 when its out) and XFO 84b (latest) working together with all the DLC, but the FOOK weapons aren't ever on any enemies.

I don't use any FOIP mods because I don't think there are any that are relevent to my Load Order. Is this correct?

MMM have compatability patches for the current XFO in the FOIP page.
Fook- no. Fook is low-level mod, it is Xodarap, who must provide CP for FOOK :)
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chirsty aggas
 
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Post » Fri May 27, 2011 8:41 pm

MMM have compatability patches for the current XFO in the FOIP page.
Fook- no. Fook is low-level mod, it is Xodarap, who must provide CP for FOOK :)


Its just that I found a MMM - XFO + FOOK.esp on the FOIP nexus site which was updated for MMM RC3. Would that work?

I'm guessing the only XFO esp that might cause issues would be the one that effects ammo loot?

Either way, it seems preety difficult to get some of the big mods working together these days, much harder than 3 or 4 months back!
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Bee Baby
 
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Post » Fri May 27, 2011 7:58 pm

Its just that I found a MMM - XFO + FOOK.esp on the FOIP nexus site which was updated for MMM RC3. Would that work?

I'm guessing the only XFO esp that might cause issues would be the one that effects ammo loot?

Either way, it seems preety difficult to get some of the big mods working together these days, much harder than 3 or 4 months back!

I don't try the whole XFO with CP, but long time I use some components of XFO with another big mods- MMM and FOOK.
But since I try FWE I don't use XFO, because FWE include mach from XFO.
FWE have constant support, it well compatable with MMM and with near future will be fully compatable with FOOK 2.0 too
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Soph
 
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Post » Sat May 28, 2011 2:53 am

I don't try the whole XFO with CP, but long time I use some components of XFO with another big mods- MMM and FOOK.
But since I try FWE I don't use XFO, because FWE include mach from XFO.
FWE have constant support, it well compatable with MMM and with near future will be fully compatable with FOOK 2.0 too


I have considered using FWE, but there are a lot of points in it that I think I would find annoying rather than fun, hence the choice to stay with XFO.

I might give FWE a try, can't hurt!

p.s. Does FWE come with a slower leveling mod?
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Pawel Platek
 
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Post » Fri May 27, 2011 10:11 pm

I have considered using FWE, but there are a lot of points in it that I think I would find annoying rather than fun, hence the choice to stay with XFO.

I might give FWE a try, can't hurt!

p.s. Does FWE come with a slower leveling mod?

Yes
And take a look- how many from XFO included in FWE
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1007717&view=findpost&p=14639452
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Kari Depp
 
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Post » Sat May 28, 2011 4:16 am

Yes, FWE has a slower leveling mod, actually it's XFO's slower leveling mod.

Increasingly, features that you may not like in FWE can be disbled in-game, but not everything. Support for FWE + FOOK is a bit spotty at the moment, but it works well with WMK + MMM (all of my development is with those mods running). Hopefully I'll get around to a better FOOK + FWE patch, but it will probably wait until FOOK 2.0.
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clelia vega
 
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Post » Sat May 28, 2011 1:51 am

Yes
And take a look- how many from XFO included in FWE
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1007717&view=findpost&p=14639452


Unfortunatly there are many things I personally don't like about FWE, namely the health, SPECIAL and sleep/food aspects of the mod. This si why I have been in a dilemma for several weeks now!
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benjamin corsini
 
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Post » Fri May 27, 2011 8:40 pm

Simply choose and play :)
I leave my dilemmas in the past
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Nancy RIP
 
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Post » Sat May 28, 2011 2:46 am

Looks like I'm going to have to use FWE because there are still problems with my current load order.
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Juan Cerda
 
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Post » Sat May 28, 2011 9:14 am

New MMM released
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sas
 
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Post » Fri May 27, 2011 8:47 pm

Which WMK compatibility patch am I supposed to use when using FWE and FOOK? WeaponModKits - FWE Master Release.esp or WeaponModKits - FOOK + FWE.esp? The Master Release one has no readme but MMM has a Master Release version as well and its readme mentions that I should use this one instead of the other patches, so am I supposed to use the Master Release for WMK too?
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Brandon Bernardi
 
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Post » Sat May 28, 2011 4:30 am

A quick note to say I've updated the WMK FOIP package: WMK-FOOK has been updated to v1.1.2, and FOOK versions of the WMK-Anchorage and WMK-ThePitt compatibility patches have been added.


I don't know what the deal is with the different FWE patches; Mez would have to answer that.
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Samantha Jane Adams
 
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Post » Fri May 27, 2011 8:25 pm

Hey everyone: I just updated the WMK-ThePitt (FOOK version) patch in the WMK FOIP package to v1.0.1: the Metal Blaster is implemented now.
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Rob Smith
 
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Post » Fri May 27, 2011 6:56 pm

Which WMK compatibility patch am I supposed to use when using FWE and FOOK? WeaponModKits - FWE Master Release.esp or WeaponModKits - FOOK + FWE.esp? The Master Release one has no readme but MMM has a Master Release version as well and its readme mentions that I should use this one instead of the other patches, so am I supposed to use the Master Release for WMK too?


Sorry for the late reply.

For now, if you are using FOOK, FWE, and WMK, you'll want to use the:

WeaponModKits - FOOK.esp
WeaponModKits - FWE Master Release.esp


The "WeaponModKits - FOOK + FWE.esp" is an older file for use with the old FWE 5.0 version. There's isn't a fully developed CP for FOOK + FWE yet, unfortunetly.
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Jimmie Allen
 
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Post » Fri May 27, 2011 9:28 pm

Call me stupid but I don't understand which CP I need to use. So I hope some of you could help me.

Fallout3.esmCRAFT.esmCOMM.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCALIBR.esmFOOK.esmMart's Mutant Mod.esmFO3 Wanderers Edition - Main File.esmFellout-Full.espdD-Larger Blood.espGalaxyNewsRadio100[M].espBoS_FOOKedition_Armor.espFellout-Anchorage.espOutcast DX.espGatlingLaserDX.espFellout-BrokenSteel.espTribal_DX.espWe Jazz.espGaussCompleteBeta.espFellout-PointLookout.espProject Beauty.espFOOK.espFOOK - Anchorage.espFOOK - The Pitt.espDarNifiedUIF3.espDUIF3Extras.espCRAFT - Activation Perk.espCALIBRxMerchant.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espWinterizedT51bDX.espFO3 Wanderers Edition - Main File.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espTotal active plugins: 46Total plugins: 66

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Kira! :)))
 
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Post » Sat May 28, 2011 9:44 am

Antistar
I think you're right person to say. In WMK 1.1.5 none of modified weapons can set gas leaks on fire. For example, Zhu-Rong Chinese Pistol could blow gas leaks up and modified version could not.
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Queen of Spades
 
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Post » Fri May 27, 2011 7:47 pm

Sorry for the late reply.

For now, if you are using FOOK, FWE, and WMK, you'll want to use the:

WeaponModKits - FOOK.esp
WeaponModKits - FWE Master Release.esp


The "WeaponModKits - FOOK + FWE.esp" is an older file for use with the old FWE 5.0 version. There's isn't a fully developed CP for FOOK + FWE yet, unfortunetly.


Don't I need a FWE CP for FOOK as well? How bad is it if I start playing without the CP for FOOK and FWE? Can I use the FWE5.0 version CP from the fookunity page (an ESP called "FWE Compatibility - FOOK.esp") for the time being or would that cause more problems than it solves (or can I use it at all)? Would I have to start a new game when the FWE CP for FOOK is released? And when can we expect that CP?
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K J S
 
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Post » Fri May 27, 2011 6:42 pm

Hi ppl im having problems in making XFO work with fook and MMM, can anyone post the right order to load in the fomm please?
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kevin ball
 
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Post » Sat May 28, 2011 3:52 am

Antistar
I think you're right person to say. In WMK 1.1.5 none of modified weapons can set gas leaks on fire. For example, Zhu-Rong Chinese Pistol could blow gas leaks up and modified version could not.


*sigh* Looks like I missed the Zhu-Rong variants when adding things to the list that controls that back in v1.1.3. I'll add them in the next update - thanks for letting me know.


Edit: I should add just for clarity that this is a purely WMK thing; it's not related to FOIP.
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Marcin Tomkow
 
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Post » Fri May 27, 2011 7:41 pm

1. Don't I need a FWE CP for FOOK as well?
2. How bad is it if I start playing without the CP for FOOK and FWE?
3. Can I use the FWE5.0 version CP from the fookunity page (an ESP called "FWE Compatibility - FOOK.esp") for the time being or would that cause more problems than it solves (or can I use it at all)?
4. Would I have to start a new game when the FWE CP for FOOK is released? And when can we expect that CP?

Sorry for the delay
1. Yes, this one from FWE package
2. It is not recomended, you mess your game. FOOK and FWE have different ammunition and damage formulas, so yoiu will have salad in result
3. If you use FWE masterrelease- you need masterrelease (not 5.0) version of the FWE-FOOK CP, from FWE package. FWE 5.0- it is old version, I don't recommend to use it at all, unless you need to retain compatability with old saves, maded with FWE 4.0
4. Probably- yes. New CP will be released when FOOK 2.0 will be
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gemma king
 
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Post » Sat May 28, 2011 12:53 am

So which files i should use with the newest FWE, MMM, FOOK and WMK?
EDIT: Oh crap, i did everything that should be done, but instead of FOOK guns, i have big exclamation marks...Anybody know why?
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Manny(BAKE)
 
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Post » Sat May 28, 2011 8:32 am

So which files i should use with the newest FWE, MMM, FOOK and WMK?
EDIT: Oh crap, i did everything that should be done, but instead of FOOK guns, i have big exclamation marks...Anybody know why?

Post 167 above
WMK-FOOK CP have meshes/textures, don't forget to install them too
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Astargoth Rockin' Design
 
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