[RELz] Foes Reworked Next Generation

Post » Thu Sep 09, 2010 11:33 am

I was more suggesting using them as templates working from the vanilla Enclave trooper.


Yeah...

The talon company, raiders, and mutant rank structures all seemed individual to each faction. I agree tho that the talon company's rank structure is the most suitable, if one was going to be used as a base for the Enclave.
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LADONA
 
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Post » Thu Sep 09, 2010 3:51 am

Thanks to you both.
I wonder how hard it would be to port the Talon troops changes in Foes Reworked over to the Enclave.
I mean gear wise, all you would really need to do is give the better Enclave troops some better condition gear.
Сhange Talon Flunky to Enclave FNG (F*ing New Guy) or Enclave Newbie.
Change the Talon Muscle to Enclave Trooper.
Hmmmm...

At first- I was disappointed with enclave's performance, but now I reconsider.
I don't think it will be good idea to make enclaves stronger, because the final battle in the main quest will be literally unwinnable, especially with MMM IS or IIS installed.
This is IMHO, of course.
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Ruben Bernal
 
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Post » Thu Sep 09, 2010 2:48 pm

At first- I was disappointed with enclave's performance, but now I reconsider.
I don't think it will be good idea to make enclaves stronger, because the final battle in the main quest will be literally unwinnable, especially with MMM IS or IIS installed.
This is IMHO, of course.



That does not surprise me.

I like having the variation (Ha! got the Sargent! He was putting some serious hurt on me.), but I expect the actual boosting of the enclave troops would need to be minimal. And since they are a military unit they are not going to have that much visible variation any way.



Given that this is from someone who has no idea about how to go about doing doing a mod.
And I'm still working my way towards Broken Steel (had to start a new character because of FWE).



I've been looking at some of the enclave mods just wondering what would be needed and finding I have no idea.

Plan to look at some of the tutorials this weekend.



Hmmm, Now if we just get the factions to pause combat for a little while or even break off if a leader was killed.....
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cheryl wright
 
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Post » Thu Sep 09, 2010 12:00 am

I don't suppose there's a FOOK2-MMM patch for this in the works is there?
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BaNK.RoLL
 
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Post » Thu Sep 09, 2010 6:56 am

I don't suppose there's a FOOK2-MMM patch for this in the works is there?


MMMF4 has one - it's in the regular download zip for Foes Reworked NG.
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Floor Punch
 
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Post » Thu Sep 09, 2010 8:00 am

nevermind, I'm dumb.
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Roisan Sweeney
 
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Post » Thu Sep 09, 2010 12:36 am

MMMF4 has one - it's in the regular download zip for Foes Reworked NG.


Sorry but I don't understand. I don't see anything in the Foes Reworked NG zip that looks like it's a compatibility patch for FOOK2. All I see are files for MMM3-FRNG, MMM4-FRNG, MMM Zones Respawn, MMM Increased Spawns, and Foes Reworked NG. So obviously I'm not understanding something here :)
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Isabell Hoffmann
 
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Post » Thu Sep 09, 2010 7:09 am

Im willing to give this mod a try, but I have a question,

according to OP, this mod will make super mutants much deadlier and require Broken Steel DLC,

if Im correct, Super Mutant Overlords (from Broken Steel) do extreme amount of damage already, will this mod increase its damage much more higher?
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naome duncan
 
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Post » Thu Sep 09, 2010 8:20 am

I'm about ready to give this a try. I'm using MMM RC4.1 so I think I only need to use the Mart's Mutant Mod MMMF4 - Foes Reworked NG.esp loaded after the MMM esps. I have a question about the 115 smspinebreaker annimation files. I already have 113 of these files in the Data\meshes\Creatures\smspinebreaker folder that were put there by MMM. TheAre they the same? The only two annimation files in your mod that are not in MMM are 2hljamB.kf and 2hlreloadB.kf . Do I need to replace Mart's with yours or can I just add the two new ones?
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Markie Mark
 
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Post » Thu Sep 09, 2010 9:51 am

I'm about ready to give this a try. I'm using MMM RC4.1 so I think I only need to use the Mart's Mutant Mod MMMF4 - Foes Reworked NG.esp loaded after the MMM esps. I have a question about the 115 smspinebreaker annimation files. I already have 113 of these files in the Data\meshes\Creatures\smspinebreaker folder that were put there by MMM. TheAre they the same? The only two annimation files in your mod that are not in MMM are 2hljamB.kf and 2hlreloadB.kf . Do I need to replace Mart's with yours or can I just add the two new ones?

As you wish. They are the same
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lucile
 
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Post » Thu Sep 09, 2010 9:11 am

I'm about ready to give this a try. I'm using MMM RC4.1 so I think I only need to use the Mart's Mutant Mod MMMF4 - Foes Reworked NG.esp loaded after the MMM esps. I have a question about the 115 smspinebreaker annimation files. I already have 113 of these files in the Data\meshes\Creatures\smspinebreaker folder that were put there by MMM. TheAre they the same? The only two annimation files in your mod that are not in MMM are 2hljamB.kf and 2hlreloadB.kf . Do I need to replace Mart's with yours or can I just add the two new ones?


That sounds like Mart might not have grabbed the MutantAnimations update which contained the mutant reload anim for the tesla cannon. If you don't use those 2 files in some form, Fawkes will rapid-fire the tesla cannon, if you're using a weaponslist on him that lets him try to use it (phalanx' broken steel integration module does this, for one).
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Annick Charron
 
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Post » Thu Sep 09, 2010 11:49 am

**********************************
* This has been updated to version 1.3.
**********************************


Changes made to the distro (useful for all users):

- - The "Falls Church Metro Fix" now ships with this package.

Changes made to the standalone-version of MMM Increased Spawns that gets shipped with Foes Reworked:

- - The gamesetting for how many bodies will be allowed to lie around if the game has moved into "sceneiscomplex" mode has been raised from 6 to 20. When used in the environment Foes Reworked is creating, this hasn't caused instability for me during sceneiscomplex fights.
- - Some other settings have been lowered to help decrease crashiness (at Martigen's suggestion)

Changes made to the standalone version of Foes Reworked NG (does not include the MMMF3 and MMMF4 modules):

- - The Falls Church Metro map marker has been moved to a spot that better suits the fight as this mod presents it.

- - A means for me to force 'sceneiscomplex' on certain fight areas where the fight may not have enough actors to auto-cause it has been enabled. I have it in place at Falls Church metro Station and at Clifftop Shacks, right now.

When I combine all of the above, I get very stable fights at Falls Church Metro Station.
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Lavender Brown
 
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Post » Thu Sep 09, 2010 3:26 pm

**********************************
* This has been updated to version 1.3.
**********************************


Changes made to the distro (useful for all users):

- - The "Falls Church Metro Fix" now ships with this package.

Changes made to the standalone-version of MMM Increased Spawns that gets shipped with Foes Reworked:

- - The gamesetting for how many bodies will be allowed to lie around if the game has moved into "sceneiscomplex" mode has been raised from 6 to 20. When used in the environment Foes Reworked is creating, this hasn't caused instability for me during sceneiscomplex fights.
- - Some other settings have been lowered to help decrease crashiness (at Martigen's suggestion)

Will it be safe if I transfer this settings into MMM RC4 IS, if I want to use it with FWE Foes?
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Daddy Cool!
 
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Post » Thu Sep 09, 2010 8:56 am

Will it be safe if I transfer this settings into MMM RC4 IS, if I want to use it with FWE Foes?


I honestly don't know. You could always try it and see.
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Beth Belcher
 
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Post » Thu Sep 09, 2010 6:25 am

Having problems figuring out the correct plugins and load order...


IF I understand this correctly and I doubt I am...

Does MMM MMMF4- Foes Reworked NG.esp includes the changes within Mart's Mutant Mod - Increased Spawns-TarrantBrokenSteel.esp?


So, in my load order, after MMM, I have added:

FallsChurchMetroFix.esm
MMM MMMF4- Foes Reworked NG.esp
Mart's Mutant Mod - Increased Spawns-TarrantBrokenSteel.esp

(Deactivated MMM Increased Spawns from MMM 4.1)
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Captian Caveman
 
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Post » Thu Sep 09, 2010 1:41 pm

Will it be safe if I transfer this settings into MMM RC4 IS, if I want to use it with FWE Foes?


Del I have those settings in a custom override for MMM, they're safe to use. I might actually include them in the next Foes Reworked update as well, but AFAIK Martigen is going to include those settings in the next MMM Version as well.
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Riky Carrasco
 
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Post » Thu Sep 09, 2010 11:23 am

Does MMM MMMF4- Foes Reworked NG.esp includes the changes within Mart's Mutant Mod - Increased Spawns-TarrantBrokenSteel.esp?


So, in my load order, after MMM, I have added:

FallsChurchMetroFix.esm
MMM MMMF4- Foes Reworked NG.esp
Mart's Mutant Mod - Increased Spawns-TarrantBrokenSteel.esp

(Deactivated MMM Increased Spawns from MMM 4.1)

So if I'm using MMM RC 4.1 I it seems that I should replace MMM Increased Spawns with Mart's Mutant Mod - Increased Spawns-TarrantBrokenSteel. Correct?
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Laura Tempel
 
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Post » Thu Sep 09, 2010 5:15 am

So if I'm using MMM RC 4.1 I it seems that I should replace MMM Increased Spawns with Mart's Mutant Mod - Increased Spawns-TarrantBrokenSteel. Correct?


As I understand it, if you use MMM41, the ONLY Foes Reworked file you need to activate is MMMF4- Foes Reworked NG.esp.

If I'm wrong, I need corrected asahp. ;)

THANKS! @ Tarrrant and Kai below. :)
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NeverStopThe
 
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Post » Thu Sep 09, 2010 9:25 am

So if I'm using MMM RC 4.1 I it seems that I should replace MMM Increased Spawns with Mart's Mutant Mod - Increased Spawns-TarrantBrokenSteel. Correct?


That MMM - Increased Spawns TarrantBrokenSteel is a mod of the MMM standalone version of increased spawns. I don't know what the internal differences are between the MMMF4 one and the standalone one. I hadn't intended it to replace the one that's normally used within MMMF4 - it's meant to pair with Foes-Reworked-NG Standalone and MMM Zones Respawn.
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Dustin Brown
 
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Post » Thu Sep 09, 2010 12:55 pm

If you use MMM + Foes Reworked, use MMM's own Increased Spawns. If you want to play Foes Reworked without MMM, but with increased spawns, use Increased Spawns-TarrantBrokenSteel.

The difference is that MMM already has an internal global setting concerning the spawns. The Increased spawns plugin is actually one small Global change and nothing else.
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Jonny
 
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Post » Thu Sep 09, 2010 1:07 pm

Del I have those settings in a custom override for MMM, they're safe to use. I might actually include them in the next Foes Reworked update as well, but AFAIK Martigen is going to include those settings in the next MMM Version as well.

Thanks to both you and Tarrant.
Temporarily- I make fix for myself with this settings, will await when all of this will be officially released :)
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Georgia Fullalove
 
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Post » Thu Sep 09, 2010 3:43 pm

I love Foes Reworked NG goddamnit, I don't care who knows it.

I hope you overhaul the Enclave next, here's some ideas.

General:

Make Enclave (and maybe Talon Company) have access to Tri-Beam Laser Rifles
Make Enclave (and maybe Talon Company) have some females every once in a while

Enclave Classes:

APAMK1 (Use http://www.fallout3nexus.com/downloads/file.php?id=4641/http://www.fallout3nexus.com/downloads/file.php?id=6038 for good effect)

Enclave Trooper: Standard Fair, Laser Rifles and Stims
Enclave Firestarter: Flamer, slightly smaller than standard enclave
Enclave Secret Service: Laser Pistols, fast, but a little larger than most
Enclave Traditionalist: Carries Plasma Weapons and is more of a challenge than the previous classes

APAMK2:

Enclave Pugilist: Power Fist, insane hand to hand skill
Enclave Soldier: Plasma Weapons, booze, stims
Enclave Light Support: Mini-Gun or Gatling Laser, and drugs
Enclave Scout: Plasma Pistol, speedy, small frame

Tesla Armor
Enclave Haymaker: Ripper or S. Sledge, Chems, larger than most enclave?
Enclave Commando: Plasma Rifle, Stims, and if possible, the ability to radio a vertibird for more troops other than commandos (to tell them apart, they could wear recon helmets)
Enclave Devestator: Missile Launching Foes with great ability to hit you anywhere, slightly larger than others
Enclave Specialist: Tri-Beam Laser Rifles and quick on their feet

Hellfire Armor:
[Generally more powerful versions of the other classes, with the prefix hellfire, and the Firestarter would have a Heavy Incinerator not a Flamer]
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Lou
 
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Post » Thu Sep 09, 2010 6:12 pm

I love Foes Reworked NG goddamnit, I don't care who knows it.


I know the feeling hehehe.

I hope you overhaul the Enclave next, here's some ideas.

General:

Make Enclave (and maybe Talon Company) have access to Tri-Beam Laser Rifles
Make Enclave (and maybe Talon Company) have some females every once in a while

Enclave Classes:

APAMK1 (Use http://www.fallout3nexus.com/downloads/file.php?id=4641/http://www.fallout3nexus.com/downloads/file.php?id=6038 for good effect)

Enclave Trooper: Standard Fair, Laser Rifles and Stims
Enclave Firestarter: Flamer, slightly smaller than standard enclave
Enclave Secret Service: Laser Pistols, fast, but a little larger than most
Enclave Traditionalist: Carries Plasma Weapons and is more of a challenge than the previous classes

APAMK2:

Enclave Pugilist: Power Fist, insane hand to hand skill
Enclave Soldier: Plasma Weapons, booze, stims
Enclave Light Support: Mini-Gun or Gatling Laser, and drugs
Enclave Scout: Plasma Pistol, speedy, small frame

Tesla Armor
Enclave Haymaker: Ripper or S. Sledge, Chems, larger than most enclave?
Enclave Commando: Plasma Rifle, Stims, and if possible, the ability to radio a vertibird for more troops other than commandos (to tell them apart, they could wear recon helmets)
Enclave Devestator: Missile Launching Foes with great ability to hit you anywhere, slightly larger than others
Enclave Specialist: Tri-Beam Laser Rifles and quick on their feet

Hellfire Armor:
[Generally more powerful versions of the other classes, with the prefix hellfire, and the Firestarter would have a Heavy Incinerator not a Flamer]



Those seem neat. We'll see what comes down the road.

I want Gahan to come back and do the enclave if I had a choice. He has a special knack for exactly this sort of thing. sigh.
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Nauty
 
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Post » Thu Sep 09, 2010 9:33 am

Not sure if this is a problem, but some monsters may be Too smart. After adding this mod I was on my way to GNR through Chevy Chase and was fighting the muties along the way through the city. Very tough, fun and challenging! However as soon as I could see the school in-view, I had one wave of bad guys rush me (from the new mod) and that was all fun and good. But then I heard the sounds of battle in the distance (and it wasn't me). When I got into the school it was devoid of enemies, only a few dead muties. When I walked out into the GNR plaza with the beheamoth it was Quiet! All muties were dead -http://71.114.110.202/GNR1.jpg
Then the beheamoth tried darting around with the new AI, and got himself stuck in a mound. I was able to kill him, http://71.114.110.202/GNR2.jpg (imagine the lunch meat!).

What I surmise is that the muties in the school load too-close to the GNR Brotherhood, and the new AI starts them into battle - which the muties can't win. The Beheamoth only appears when I get close to GNR, so he can't help them against the Brotherhood until I'm in the area.

Anywho, thought I would report this.

Cheers,

Miax
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Jason Wolf
 
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Post » Thu Sep 09, 2010 3:53 am

Foes Reworked doesn't make any changes to the AI.
Only some super mutants have new combat packages, because many of them are melee based now.
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Love iz not
 
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