[RELz/WIPz] FOOK - New Vegas

Post » Wed Aug 18, 2010 4:30 pm

Name: FOOK - New Vegas
Version: 0.0
Date: 02/19/2010
Category: Gameplay Effects and Changes
Requirements: Fallout: New Vegas
Author(s): The FOOK Team
Source: http://www.newvegasnexus.com/downloads/file.php?id=34684
Forum: http://www.fooknv.com/forum/
Homepage: http://www.fooknv.com/

===============
Description:
===============

FOOK - the Fallout Overhaul Kit - is a complete overhaul of FO3, adding hundreds of new items, high quality retextures and many new gameplay features to the base Fallout 3 game. All items are completely rebalanced and fully integrated into the game and the mod has support for all of the Fallout 3 DLCs.

FOOK - New Vegas is exactly what it says on the tin. It is the New Vegas version of the overhaul.

FOOK was originally a compilation of community meshes and textures; consequently, FOOK-NV does not have too much new content yet. Rest assured that we will add more unique content, including new weapons and items, as the New Vegas modding community produces them and give us permission to use them.

FOOK was a learning experience for the entire team. We've taken the lessons we've learned from Fallout 3 and have transferred them over to FOOK-NV. So if you had bad experiences with FOOK in the past, give FOOK-NV a chance. You might find yourself pleasantly surprised.

Parts of that ReadMe were written by non-native English speakers, so please overlook those little errors ;)

===============
Details:
===============

We will take great effort to ensure that all additions and changes to the game world are fully lore-compliant, both within New Vegas itself, and within the greater Fallout universe.

This is not a placeholder anymore! The game has been downloaded legally on Steam, played for a few hours and is now edited with FO3Edit (had some crashs but it works).

Vanilla Bug Fixing:
* Mayor Steyn's Terminal (Nipton) will have the right titles associated with the right notes now. Also removed a leftover script reference to the Helios One questline.
* Dog Hide now has a Weight of 1, like the Gecko Hide.

Vanilla Miscellaneous Edits:
* Jean Sky Diving's "Key"is now called, well ... "Jean Sky Diving Key".

===============
Requirements:
===============

Fallout: New Vegas

===============
Install:
===============

1. Download and extract the files to a temporary location.
3. Copy files to (install folder)\Fallout New Vegas\Data. By default, this is likely to be Program Files\Steam\Steamapps\Common\Fallout New Vegas\Data.
4. Start New Vegas Launcher, click 'Data Files', place a checkmark beside the .esm file.
5. Arrange load order. FalloutNV.esm must go first. Without a New Vegas version of the Fallout Mod Manager, it should be okay as long as you don't use other mods.

===============
Un-Install:
===============

1. Start the New Vegas Launcher, click Data Files, uncheck the .esm file.

===============
Bugs/Issues:
===============

No known issues so far, please let us know if you find any.

===============
History:
===============

0.0, 02/19/2010 - Quickfix release, fixing little bugs discovered while playing the game.



As you guys can see we will work on FOOK for NV and our first focus is to fix the various vanilla bugs. Later on you can expect the stuff that was already offered in FOOK2 and in the meantime we of course like to take suggestions as well as feedback.

You are also welcome to visit our forum (http://www.fooknv.com) or our http://www.newvegasnexus.com/downloads/file.php?id=34684.

Besides that I can only say that personally I'm happy to be back at modding FO and that the FOOK team is eager to work on a great mod for NV. :)
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Wed Aug 18, 2010 7:07 pm

:clap: :disco: :twirl:






:icecream: :cake: and :goodjob:







:celebration:

'nuff said.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Thu Aug 19, 2010 12:43 am

Here we go again! :foodndrink:

As soon as I get the game (later tonight) I'll start making our menu/porting scripted features when applicable.

NVSE detection is ready, so our script extender 'fork' will be there from the onset.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Wed Aug 18, 2010 10:19 pm

Gentlemen, WE'RE BACK!

And congrats to obsidian's boys that came from Black Isle, looks you guys finally got to make your Van buren.
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Thu Aug 19, 2010 2:01 am

:thumbsup:

:icecream: :icecream: :icecream: :icecream: :icecream: :icecream: :icecream:
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Thu Aug 19, 2010 12:52 am

This is not a placeholder anymore! The game has been downloaded legally on Steam, played for a few hours and is now edited with FO3Edit (had some crashs but it works).

I would recommend using http://www.newvegasnexus.com/downloads/file.php?id=34703#fileanchor. :)
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Wed Aug 18, 2010 4:16 pm

I would recommend using http://www.newvegasnexus.com/downloads/file.php?id=34703#fileanchor. :)

Hehehehe

Justin knows how to use xEdit better than anyone besides you. :)
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Wed Aug 18, 2010 10:36 pm

Actually we are using FO3edit and NVedit for our preliminary work till we are ready to move to other stuff. Right now just fixing vanilla bugs but we hit the ground running on this one.
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Thu Aug 19, 2010 12:37 am

Beware, since we'll fook you again, players!
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Wed Aug 18, 2010 11:21 am

http://www.newvegasnexus.com/downloads/file.php?id=34684

Note: All FOOK iterations using beta NVSE versions will also be betas as official patches and NVSE updates might require recompiling our NVSE reliant scripts and/or reevaluating how we'll go about things pertaining to NVSE.

Note: FOOK wants, but does not require NVSE. Some options and functionality will not be available sans NVSE, but none of FOOK's scripts will halt in its absence, so NVSE is and will always remain optional for FOOK'ers.

Note: The beginning of the FOOK menu is in place, a skeleton which will be fleshed out over time. If using NVSE, press and hold 'O' to open the main menu. If you're not using NVSE, you will find a [FOOK Menu Hotkey] item in the apparel section of your inventory


There are many other changes listed in the ReadMe/Nexus description, but here's the v0.03b menu.

Spoiler
  • Set All Options to FOOK Defaults
  • NVSE Options
    • Rebind Menu Hotkey (Default 'O')
    • Enable Sneak Indicators (Default)
    • Disable Sneak Indicators
    • Enable Environmental Sound Effects
    • Disable Environmental Sound Effects (Default)
    • Blood Options
      • None
      • Minimal
      • Normal (Default FNV)
      • Increased (FOOK Default)
      • Bloodbath
      • Back
      • Done
    • Melee Lock On Options
      • Enable Melee Lock On (Default)
      • Disable Melee Lock On
      • Rebind Melee Lock On Hotkey
      • Back
      • Done
    • More
      • Enable [EMPTY] indicator for empty containers (Default)
      • Disable [EMPTY] indicator for empty containers
      • Back
      • Done
    • Back
  • Enable Achievements (Default)
  • Disable Achievements
  • Nightvision Options
    • Enable nightvision on selected helmets (Default)
    • Disable nightvision
    • Bind NVG Hotkey (Default is 'N')
    • Toggle nightvision with a bound hotkey (Default)
    • Toggle nightvision with an inventory item (Nightvision Switch)
    • Use Alternate NVG Effects
    • Use Default NVG Effects
    • Nightvision charging options
      • Show charge status messages
      • Don't show charge status messages
      • Don't show charge status (HUD) *WIP*
      • Show charge status in lower-right (HUD) *WIP*
      • Show charge status in crosshair (HUD) *WIP*
      • Disable audial low charge warning
      • Enable audial low charge warning (Default)
      • Charge Duration Options
        • One minute
        • Two minutes
        • Three minutes (Default)
        • Five minutes
        • Ten Minutes
        • Fifteen minutes
        • Twenty Minutes
        • Thirty minutes
        • Unlimited *WIP*
        • Back
      • Back
      • Done
    • Back
  • Enable extraneous collision markers
  • Disable extraneous collision markers
  • QA Testing Options
    • Rebind QA Testing Hotkey (Default '=')
    • QA Testing Containers
      • Enable QA shelf in Doc Mitchell's House
      • Disable QA shelf in Doc Mitchell's House
      • Weapons and Ammo
        • FOOK [Small Guns]
        • FOOK [Big Guns]
        • FOOK [Energy Weapons]
        • FOOK [Unarmed and Mêlée]
        • FOOK [Explosives]
        • FOOK [Unique Weapons]
        • FOOK [Ammo]
        • Back
        • Done
      • Apparel and Armor
        • FOOK [Apparel]
        • FOOK [Armor]
        • FOOK [Power Armor]
        • Back
        • Done
      • Misc, Ingestibles, and Other
        • FOOK [Misc]
        • FOOK [Ingestibles]
        • FOOK [Notes]
        • Back
        • Done
      • Access Bag of Holding
      • Back
      • Done
    • Back
    • Done
  • More FOOK Options
    • More
      • Back
      • Done
    • Back
  • Done
More buttons coming soon!



Edit: A few NVSE users have had issues with looping hotkey binding messages with v0.03b. If this happens, please set New Vegas' controls to defaults in the main menu, load your save/start your game, bind the FOOK keys where you'll want them (nightvision, options, QA menu, LockOn), then remap your vanilla controls wherever you like. This won't be necessary for long as the intention is for the hotkey binding to go off without a hitch regardless of the user's mapping preferences.
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Wed Aug 18, 2010 1:34 pm

Plugins updated (11-11-10). Minor update mostly to fix a http://www.gamesas.com/index.php?/topic/1083395-unofficial-fallout-3-patch/page__view__findpost__p__15785402 like bug where objects and creatures were drawn to the player over the removal of flickering duplicate 00 refs in REPCONN and Dino Bite. All users should download the new plugin pack, but re-downloading the Data pack won't be necessary.

Oh! New NVSE buttons: Enable/Disable [EMPTY] indicator for empty containers
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Wed Aug 18, 2010 8:17 pm

Plugins updated (11-11-10). Minor update mostly to fix a http://www.gamesas.com/index.php?/topic/1083395-unofficial-fallout-3-patch/page__view__findpost__p__15785402 like bug where objects and creatures were drawn to the player over the removal of flickering duplicate 00 refs in REPCONN and Dino Bite. All users should download the new plugin pack, but re-downloading the Data pack won't be necessary.

Oh! New NVSE buttons: Enable/Disable [EMPTY] indicator for empty containers


Hi Justin,

Congrats to you amd all your team for making and releasing your Mod. :celebration:

New install today, but come across a small problem.

Just exited Goodsprings saloon.I'm being forced to look at Old Pete, finish the conversation, I'm still being forced to look at Old Pete.
Come out of FOOK , game plays normal.

Is this the same Bug your reporting in this reply please?

If so I have used the thread link to a Fallout 3 Post. I can't see the Patch. I'll buy new specs later lol :blush:

Thank you for any time and help you can give.

James.
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Wed Aug 18, 2010 12:16 pm

You mean Easy Pete? If so, FOOK doesn't do anything to him or his dialogue. I checked too and had no oddities while speaking with him. Suppose you can upload/link a save for me to check out since I can't reproduce your reported bug? I'm certain what you're reporting has nothing to do with the Twilight Zone thing.
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Wed Aug 18, 2010 11:54 am

You mean Easy Pete? If so, FOOK doesn't do anything to him or his dialogue. I checked too and had no oddities while speaking with him. Suppose you can upload/link a save for me to check out since I can't reproduce your reported bug? I'm certain what you're reporting has nothing to do with the Twilight Zone thing.


Hi Justin.

Thank you very much for your reply.

I started a New game. It didn't do it again.

The only discription which might help. No matter which direction I was trying to turn I was being forced back to previous position. never seen it do this in any other game.I have a knack of producing the impossible lol :whistling:

Couple of quick questions please.

Using the workbench for the first time, the list of materials that can be used look the same as a standard FO Version. I've seen that FOOK changes the repair function.

Is this correct? If so will the repair WorkBench look the same as the standard version please?

From the options menu, enabled from the NVSE sections additional Sounds. Speaking to Sunny in the saloon, the sound was very tinny, same when speaking outside,setting off running everything was jumpy and stuttering. Turned off that NVSE soind section, Everything has gone back to running as it should.

Has anyone else had the same issue please?

I would normally ask in FOOK Forum, I forgotten all my login details. :facepalm:

Once again thank you in advance for your time, and any help you can give.

Very much appreciated. :tops:

James.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Wed Aug 18, 2010 4:35 pm

Update: v0.04 is on the nexus and is official patch v1.2.0.314/NVSE Beta 6 ready! It is recommended that all FOOK'ers update as the previous iteration, v0.03 will not play nicely in some cases with the older v1.2.0.285 FalloutNV.ESM.


HUGE thanks to DarN for helping out with the NV Meter implementation.


http://www.mediafire.com/download.php?8ysuu2q46usc1ka <--Tentative (will need looking into by Arwen before it is officially recommended) / Updated Christmas day (Masters sorted. Wups...)


Nilms: Send me your Email addy, to confirm, and I'll look up/send you your login stuff for the FOOK forum in a PM here.
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Wed Aug 18, 2010 3:22 pm

Update: v0.04 is on the nexus and is official patch v1.2.0.314/NVSE Beta 6 ready! It is recommended that all FOOK'ers update as the previous iteration, v0.03 will not play nicely in some cases with the older v1.2.0.285 FalloutNV.ESM.


HUGE thanks to DarN for helping out with the NV Meter implementation.


http://www.mediafire.com/download.php?y0vb02scw38cswx <--Tentative (will need looking into by Arwen before it is officially recommended)


Nilms: Send me your Email addy, to confirm, and I'll look up/send you your login stuff for the FOOK forum in a PM here.

Hi Justin,

Thank you very much for your reply. email virginrocker2000@yahoo.co.uk

A quick question please.

When enabling FOOK using O button How can I tell its working? With Stimpaks going Red I'm assuming Yes.

Reason for asking. Doing the Repcon Quest I can pick up A Food sanitiser. I know where they should be, they are nowhere to be found.

I'm assuming its the new patch is the problem. Starting New updated FOOK game to see if they can be found.

Thank you and the FOOK team for all your work.

Very Much appreciated. :tops:

James.
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Wed Aug 18, 2010 10:19 pm

Holding the O button should bring up the FOOK menu. Try holding it for a few seconds, but if it doesn't come up there's a problem.
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Thu Aug 19, 2010 2:31 am

[quote name='Space Oden69' timestamp='1292698611' post='16834305']
Holding the O button should bring up the FOOK menu. Try holding it for a few seconds, but if it doesn't come up there's a problem.
[/quote
Hi Space,

Thank you for your reply and information. :tops:

I know how to bring up the Menu. When up click FOOK Default Tab.

I have a good indication its running looking at Stimpaks. Used FOOK in FO3.

Do I need to click anything else from the Menu? NVSE is in my Game setup.

Thank you for your time and help.

Regards,

James.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Thu Aug 19, 2010 1:20 am

Words


There is nothing you NEED to click on, but it would help you to root around and look at the other menu options. For instance I noticed you were having trouble with the camera snapping back onto characters, that's cipcis' Melee lock on mod, you can change the hotkey that is set on I think C is default.
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Thu Aug 19, 2010 12:30 am

There is nothing you NEED to click on, but it would help you to root around and look at the other menu options. For instance I noticed you were having trouble with the camera snapping back onto characters, that's cipcis' Melee lock on mod, you can change the hotkey that is set on I think C is default.


Hi evhmovover.

Thank you for your reply and most usefull information. Very much appreciated. :tops:

Strange with the camera sapping back. I could never get it to do it again. Not that I tried to in the first place. lol

Time to see if the Food Santisers are still missinng. I hate Rads lol :lol:

Regards,

James. :)
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Wed Aug 18, 2010 9:26 pm

Hi Justin,

Thank you very much for your reply. email virginrocker2000@yahoo.co.uk

A quick question please.

When enabling FOOK using O button How can I tell its working? With Stimpaks going Red I'm assuming Yes.
Reason for asking. Doing the Repcon Quest I can pick up A Food sanitiser. I know where they should be, they are nowhere to be found.
I'm assuming its the new patch is the problem. Starting New updated FOOK game to see if they can be found.

Thank you and the FOOK team for all your work.

Very Much appreciated. :tops:

James.
No prob :) Check your PM's for your FOOK login info. You'll have to change your password once back in.

To see that FOOK is loaded in game, ~Show FOOK and the version will be returned if FOOK is running.

Sanitizer: The patch didn't remove any of the placed sanitizers, nor does FOOK.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Wed Aug 18, 2010 9:51 pm

I not long ago made a http://www.gamesas.com/index.php?/topic/1152068-echoed-voice/ about my sound going funny after updating a few mods, after rolling back and checking to see when it actually happened it turns out that it happens when I update FOOK to the latest version from the previous, I double and triple checked it with the previous and the latest version and it happens every time the new one is installed, I'm not saying the latest version of FOOK is to blame or has a problem because I don't know, I just seem to be having some problem after updating so It thought it would be a good idea to bring it to your attention. I follow the upgrade process as told ( Open the FOOK Menus to set the options to Default. You can then edit them as you wish, it is just to make sure your save is updated.
* Wait four days (of in-game time) in an unoccupied location. A player's house is a good place for this
) but still the problem persists.
At the moment I have version 0-03 installed and all if fine so I will stick with until told otherwise.

EDIT:

Oh I also had quite a bit of lag while it was installed which has now vanished on removal of the mod.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Wed Aug 18, 2010 11:08 pm

I not long ago made a http://www.gamesas.com/index.php?/topic/1152068-echoed-voice/ about my sound going funny after updating a few mods, after rolling back and checking to see when it actually happened it turns out that it happens when I update FOOK to the latest version from the previous, I double and triple checked it with the previous and the latest version and it happens every time the new one is installed, I'm not saying the latest version of FOOK is to blame or has a problem because I don't know, I just seem to be having some problem after updating so It thought it would be a good idea to bring it to your attention. I follow the upgrade process as told ( Open the FOOK Menus to set the options to Default. You can then edit them as you wish, it is just to make sure your save is updated.
* Wait four days (of in-game time) in an unoccupied location. A player's house is a good place for this
) but still the problem persists.
At the moment I have version 0-03 installed and all if fine so I will stick with until told otherwise.

EDIT:

Oh I also had quite a bit of lag while it was installed which has now vanished on removal of the mod.
Echoes: There is an NVSE option to toggle bEnableEnviroEffectsOnPC (Echoes) from the FOOK menu, but FOOK doesn't set it on when setting defaults. The only way I can see FOOK setting bEnableEnviroEffectsOnPC to 1 is as intended, through the menu.

Lag: Haven't seen any framerate difference between vanilla/FOOK. MIght be a wrench in your system over conflicting mods? In your linked thread, you mentioned Arwen's which you'll want a *http://www.mediafire.com/download.php?y0vb02scw38cswx for.

*Not yet Arwen approved, but should resolve many conflicts
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Wed Aug 18, 2010 2:22 pm

I'm giving the compatibility patch a try but just a quick something about it, when in wyre flash and it's selected it shows it's masters on the right its fallout.esm, fook.ems and arwens.esp, under the master section though it has http://i122.photobucket.com/albums/o271/nability/Capture.png, is that how it's supposed to be set because I thought fook.esm should be 01 and arwen.esp 02??
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Thu Aug 19, 2010 2:17 am

I'm giving the compatibility patch a try but just a quick something about it, when in wyre flash and it's selected it shows it's masters on the right its fallout.esm, fook.ems and arwens.esp, under the master section though it has http://i122.photobucket.com/albums/o271/nability/Capture.png, is that how it's supposed to be set because I thought fook.esm should be 01 and arwen.esp 02??
Ah... If that's the case, use FNVEdit to "Sort Masters", then save. I'll have to DL, fix, then re-upload the CP, but it should be okay for the time being. Usually, that sort of thing is more of a problem if it's an ESM as the ONAM list can get botched, so don't masterupdate it until I can get a replacement up,

http://www.mediafire.com/download.php?8ysuu2q46usc1ka. That'll not show as orange in Wrye.

*********************************************

Nilms: Of the food sanitizer. They actually had removed most of the placed sanitizers, yet one remains. I'd missed them when making the difference plugins as I'd filtered the new against the old rather than the other way around. [REFR:000B30BB] (places MS03Sanitizer "Food Sanitizer" [MISC:0002D3A5] in GRUP Cell Temporary Children of RocketLabBasemant "REPCONN Basemant" [CELL:0007EA61]) is still there. FOOK adds the missing effect conditions to applicable ingestibles, so find that one placed sanitizer and it will do your character some good.


p.s. Merry Christmas! :)
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Next

Return to Fallout: New Vegas