[RELz] Foes Reworked Next Generation

Post » Thu Sep 09, 2010 11:53 pm

What about FOOK alone?


There is no specific version for FOOK, just use the regular Foes Reworked version in that case(just note, that anything special FOOK2 does with those enemies will be overwritten by Foes Reworked).
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Christina Trayler
 
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Post » Thu Sep 09, 2010 1:47 pm

Hm...I don't think it would affect the gameplay that much, perhaps only the enemy wouldn't use FOOK weapons...which is a shame, but it is worth it.
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BRAD MONTGOMERY
 
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Post » Thu Sep 09, 2010 5:08 pm

Just saying that I can't read your title without thinking of FOSE
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lauren cleaves
 
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Post » Thu Sep 09, 2010 10:53 pm

think i'd like something like this. i see there's one like this at nexus for FWE. i've often thought of getting FWE but sounded like it had more fundamental changes than i'd like (healing, eating, sleeping, lowering of stats, ect). if i don't want FWE should i just get the install from the link on this topic's 1st post?

i'm level 29 now and haven't really don't much but explore. should i get FWE? would i have to start a game from beginning? (that would probably dictate if i get it lol)
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Ian White
 
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Post » Thu Sep 09, 2010 11:46 am

think i'd like something like this. i see there's one like this at nexus for FWE. i've often thought of getting FWE but sounded like it had more fundamental changes than i'd like (healing, eating, sleeping, lowering of stats, ect). if i don't want FWE should i just get the install from the link on this topic's 1st post?

i'm level 29 now and haven't really don't much but explore. should i get FWE? would i have to start a game from beginning? (that would probably dictate if i get it lol)


It's not like this standalone Foes Reworked is somehow broken eh... you could certainly use it if you weren't getting FWE.

Just saying that I can't read your title without thinking of FOSE


hmm ... Foes Reworked was named by a guy who prolly didn't know what FOSE was.

The first name for a FOSE like thing was, I think, OBSE. I don't think they meant to make it look similar to "Foes". OBSE kinda looks like the word... obese. heh!

This mod doesn't require FOSE btw.
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Steven Nicholson
 
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Post » Thu Sep 09, 2010 10:55 pm

ok, think i'll try this one instead of the FWE. after reading some i just want to confirm this is how i install it...

i have the newest MMM w/ iNCREASED SPAWNS and Zones respawn already. so...

i drop the esps...Fallschurchfix, and MMM3foes reworked NG, into Data and load them after MMM.

i drop the bsa in Data. (does that have the super mutant animations?)

and i use the already existing MMM increased spawns, and the zones respawn?

is that right? advice appreciated.

edit: or can i use FOMM to load it as a package? i've never done that before.
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Dagan Wilkin
 
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Post » Thu Sep 09, 2010 8:25 pm

ok, think i'll try this one instead of the FWE. after reading some i just want to confirm this is how i install it...

i have the newest MMM w/ iNCREASED SPAWNS and Zones respawn already. so...

i drop the esps...Fallschurchfix, and MMM3foes reworked NG, into Data and load them after MMM.

i drop the bsa in Data. (does that have the super mutant animations?)

and i use the already existing MMM increased spawns, and the zones respawn?

is that right? advice appreciated.

edit: or can i use FOMM to load it as a package? i've never done that before.


If you are using MMMF4 (which I think you mean?), there is an MMMF4 .esp in the zipfile, just use it in whatever way you would normally use one of those.
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kat no x
 
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Post » Fri Sep 10, 2010 2:32 am

yea sorry. meant MMM4. sooooo...

i drop the esps...Fallschurchfix, and MMM4foes reworked NG, into Data and load them after MMM.

i drop the bsa in Data. (does that have the super mutant animations?)

and i use the already existing MMM increased spawns, and the zones respawn?

is that right?
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Laura
 
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Post » Thu Sep 09, 2010 10:06 pm

yea sorry. meant MMM4. sooooo...

i drop the esps...Fallschurchfix, and MMM4foes reworked NG, into Data and load them after MMM.

i drop the bsa in Data. (does that have the super mutant animations?)

and i use the already existing MMM increased spawns, and the zones respawn?

is that right?


I think so.

fallschurchmetrofix will always load high, it's an esm. And it's fine for it to load high.

Yeah that .bsa is the super mutant animations.
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MARLON JOHNSON
 
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Post » Thu Sep 09, 2010 12:49 pm

i use right now mmm4 + fook2 ! this mod would mess what in my game ?
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ANaIs GRelot
 
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Post » Thu Sep 09, 2010 12:45 pm

i use right now mmm4 + fook2 ! this mod would mess what in my game ?


I think you just use the MMMF4 module that's in the zipfile and it's fine.
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Leilene Nessel
 
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Post » Fri Sep 10, 2010 3:37 am

thanks Tarrant! got it loaded and i'm seeing the named special mutants. they aren't using nice weapons yet tho. but i think i read that i'd need to take my companions into an empty interior and wait 3 days for everything to right itself. is that correct?

oh and i've started getting CTDs quite often when going from interiors to outside wastes, or when fast traveling. i guess it could be spawns causing it but i've been running MMM for ages w/ no probs. does this mod spawn even more enemies than MMM IS? i thought it just effected enemy damage to me, their HP and equipment
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ImmaTakeYour
 
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Post » Thu Sep 09, 2010 9:31 pm

thanks Tarrant! got it loaded and i'm seeing the named special mutants. they aren't using nice weapons yet tho. but i think i read that i'd need to take my companions into an empty interior and wait 3 days for everything to right itself. is that correct?

oh and i've started getting CTDs quite often when going from interiors to outside wastes, or when fast traveling. i guess it could be spawns causing it but i've been running MMM for ages w/ no probs. does this mod spawn even more enemies than MMM IS? i thought it just effected enemy damage to me, their HP and equipment


which weaps they use depends on your level, and the high level mutants don't always spawn with the enemies, it ends up being a mix no matter how high level you are.

I am not sure what to think of CTDs while entering exterior areas...
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Tammie Flint
 
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Post » Thu Sep 09, 2010 4:46 pm

1st let me say this is most assuredly MY fault installing this! but any help would be great...


"FORMS: Chunk size 518 too big in chunk SNAM_ID in form TES_ID (FF000000)
Max size is 512, data truncated to "Foes Reworked Next Generation" Version 1.0"


i get that immediately upon opening GECK. also it now takes a LONG time (like 2 minutes) to load a save. and occasionally the enemies will spawn literally RIGHT on top of me. like it'll really lag and become a slideshow, then i'll watch enemies just popup 3-4 feet in front of me. any help w/ this greatly appreciated!
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Sarah Bishop
 
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Post » Fri Sep 10, 2010 3:33 am

1st let me say this is most assuredly MY fault installing this! but any help would be great...


"FORMS: Chunk size 518 too big in chunk SNAM_ID in form TES_ID (FF000000)
Max size is 512, data truncated to "Foes Reworked Next Generation" Version 1.0"


i get that immediately upon opening GECK. also it now takes a LONG time (like 2 minutes) to load a save. and occasionally the enemies will spawn literally RIGHT on top of me. like it'll really lag and become a slideshow, then i'll watch enemies just popup 3-4 feet in front of me. any help w/ this greatly appreciated!


That GECK error happens with the MMMf4 version of foes reworked, it's got a really long name apparently. It's a harmless error I believe.

I don't know hardly anything about MMMf4, I use the standalone one. I've never seen what you're describing with my own games. I'm not sure what to think ..
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~Amy~
 
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Post » Fri Sep 10, 2010 2:18 am

The description is too long I think is why.
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Chenae Butler
 
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Post » Fri Sep 10, 2010 2:47 am

Last night, I had to make a change to how Foes Reworked operates in order to maintain perfect compatibility with a new thing that Butch in Phalanx can do. I haven't released that .esp version officially yet because I haven't tested it super duper much.

If youall would like to try it, it's in standalone-only form right now (no mmmf4 version of this yet).

http://www.finhosting.fi/~fallout/downloads/development/FoesReworked-NG.esp

The Phalanx issue this resolves is that it was possible to loot a Super Sledge off of Super Mutant Breakers and give it to Butch, and if Butch was "trained" onto the Super-Melee class, he would not be able to use that particular Super Sledge as I designed him to.

It also internally redesigns the Super Mutant Hunters a little. The weapons they carry and the one you loot has been rearranged internally to match the system that the Super Mutant Breakers are using with their sledges.

Nothing at all should should appear to be different to the player.
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Brooke Turner
 
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Post » Thu Sep 09, 2010 6:21 pm

any plans to touch on Enclave? By the way, this mod is already quite awesome, fighting super mutants had been a challenge.
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Joie Perez
 
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Post » Thu Sep 09, 2010 2:51 pm

Will the Mart's Mutant Mod MMMF4 - Foes Reworked NG.esp work with MMMF5? Or should I wait for an update before upgrading?
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hannah sillery
 
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Post » Thu Sep 09, 2010 10:10 pm

I would like to know this as well.
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chirsty aggas
 
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Post » Thu Sep 09, 2010 8:58 pm

The answer is kind of does, kind of doesn't.

Some Lower Level Muties will have the Foes Reworked Naming convention and weapons, many, many others will not.

And I think there is some general confusion in this thread about the MMM file naming conventions.

MMM - Mart's Monster Mod (TESIV)

MMMF3 - Mart's Mutant Mod (FO3)
* MMMF3 - RC 3 (Release Client 3)
* MMMF3 - RC 4 (Release Client 4) [The last version fully compatible with Foes Reworked: Next Generation)
* MMMF3 - RC 5 (Release Client 5) [The latest version]
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xemmybx
 
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Post » Thu Sep 09, 2010 5:02 pm

I can't believe it, Gahan is back!!! And he seems that he wants to do some work on Foes Reworked - - or some form of it - - something.

I have a version here which has had some script cleanup work done on it and has a bugfix to the standalone MMM Increased Spawns this thing ships with. I'm going to put together a zipfile for him and see what he thinks. I sure hope he has Broken Steel.

Gahan when you see this: http://www.youtube.com/watch?v=H1bRZt0k4SQ <-----

I told him about the requests I'd gotten on Enclave restructuring. We will see what he thinks of all of this. It's the first he's heard of Foes Reworked NG I believe.
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Joanne
 
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Post » Fri Sep 10, 2010 12:19 am

This is, I believe, the latest Foes Reworked NG. This is in particular for Gahan who is now around, but anyone could take a look and use it if they wanted.

http://www.finhosting.fi/~fallout/downloads/FoesReworked-NG-1.5BETA.zip

Differences from the release version are:

- - loot vs. used weapons on super mutants are handled differently - - should be more compatible with weapon changing mods
- - glitch in MMM Increased Spawns updated with a fix that went into the later version MMM by Martigen. Excessive enemy spawns in the late-game, as areas are revisited, should no longer occur.
- - I believe there's some script changes to the Berserker-type knockdown/senseless script which make it work better but I cannot recall just what was fixed.
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Emma Parkinson
 
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Post » Thu Sep 09, 2010 3:24 pm

Cool! I've always been interested in this mod (integrated in FWE, no?).

It was only until recently though (in my first proper playthrough for a while), that I realised in combination with Arwen's Tweaks that this was the reason I was getting my ass whupped. :bonk:

I really like all the extra NPC types, but they're just a little bit too hardcoe for use with Arwen's mod. Is there any way around this? Compatibility patch, maybe? :shrug:

Will probably give it a look-see anyhow. :hehe:

~Xeph'
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Joanne Crump
 
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Post » Thu Sep 09, 2010 8:51 pm

Cool! I've always been interested in this mod (integrated in FWE, no?).

It was only until recently though (in my first proper playthrough for a while), that I realised in combination with Arwen's Tweaks that this was the reason I was getting my ass whupped. :bonk:

I really like all the extra NPC types, but they're just a little bit too hardcoe for use with Arwen's mod. Is there any way around this? Compatibility patch, maybe? :shrug:

Will probably give it a look-see anyhow. :hehe:

~Xeph'


Yeah this was integrated into FWE.

I'm afraid I don't personally have any plans to do anything relative to any Arwen mod.
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candice keenan
 
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