[RELz] FOOK2 v1.1 Beta 2

Post » Tue May 17, 2011 7:42 am

Well i'm stuck at level 11.When i get the level up screen i divide my points.pick my perk,and it locks up.I wait for 5 min and have to hard restart my PC.So i try again(4 times)samething. This also happened during the vault 112 quest (Tranquilty Lane) Went in lane fine comming out it crashed 4 times.So i deactived fook2 and finished the quest no problems.Reactived Fook2 and played for several hours no problems.Then get to level 12 and it locks up. I have many hours with no problems until now. I do not use FOSE and have not since birth.Have all updates,patches and hotfixes. I rechecked my load order and its the same way since install(Followed ReadMe).

Well after several attempts of retrying i used one of the FOOK2 1.0 plugins (NVG Actiivator) and it worked. Now we'll see if i can get past Vault 87.
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SexyPimpAss
 
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Post » Tue May 17, 2011 4:26 pm

Well after several attempts of retrying i used one of the FOOK2 1.0 plugins (NVG Actiivator) and it worked. Now we'll see if i can get past Vault 87.

Hope still broke,Went to vault 87,Leveled up and froze up at level screen.So i removed FOOK2, Until these are fixed.
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Donald Richards
 
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Post » Tue May 17, 2011 11:21 am

Hi Justinother.

Quick question.

Would you know if there will be a CP patch for MMM.If so any clues to how long please?

Cheers.

James. :foodndrink:
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Sasha Brown
 
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Post » Tue May 17, 2011 12:44 pm

Has anyone come across on any good instructions on how to remove Fellout from FOOK2?
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LuBiE LoU
 
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Post » Tue May 17, 2011 3:54 pm

Ahhh, I can't remember . . .

I just downloaded MS Zeta so I can play FOOK2 1.1 but I can't remember exactly what to do. I know I need to move the Zeta files to the Data folder but where are they? I can't find them anywhere. Can someone remind me of what I need to do exactly here? Thanks.
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Annick Charron
 
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Post » Tue May 17, 2011 7:50 am

Ahhh, I can't remember . . .

I just downloaded MS Zeta so I can play FOOK2 1.1 but I can't remember exactly what to do. I know I need to move the Zeta files to the Data folder but where are they? I can't find them anywhere. Can someone remind me of what I need to do exactly here? Thanks.

http://www.fallout3nexus.com/downloads/file.php?id=1086
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aisha jamil
 
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Post » Tue May 17, 2011 12:32 am

http://www.fallout3nexus.com/downloads/file.php?id=1086


Thanks but at this point I'd prefer to do it manually.
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x a million...
 
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Post » Tue May 17, 2011 2:17 pm

I'm trying to make my little healing balance mod compatible with FOOK2. This involves changing HD00LabScript to accommodate both mods. I think i managed to do that for FOOK2 - Main.esp, but i would need to make a different one for FOOK2 - [DIK] DLC Improvement Kit.esp because it comes with a different version of that script. That one won't fire up in GECK because of multiple master files or somesuch. How do you get it to load?

The only difference to vanilla in my version of the script is that it uses up a blood pack for detoxification if the PC has any blood packs or addictions.
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Peter P Canning
 
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Post » Tue May 17, 2011 11:04 am

Answered in case anyone else needs it:

Move the DLC to your \Fallout3\Data folder so you can play without GFWL and eliminate the need to move your saves. The DLC is located in...

C:\Documents and Settings\USERNAME\Local Settings\Application Data\Microsoft\Xlive\DLC for XP
C:\Users\User Name\AppData\Local\Microsoft\XLive\DLC

Take the ESM and BSAs and move them to your \Data folder, activate them like a normal mod, enjoy playing without GFWL.

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Shianne Donato
 
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Post » Tue May 17, 2011 11:13 am

Well after several attempts of retrying i used one of the FOOK2 1.0 plugins (NVG Actiivator) and it worked. Now we'll see if i can get past Vault 87.
If I can check things out with your save, I might be able to figure out what's happening, but internally no one had these problems with Vault 87. There was a crash over a menu item, bu tthat had been fixed before 1.1 went public. That a 1.0 plugin helped you really makes me wonder if you've somehow got 1.0 plugin(s) left in the mix.
Hi Justinother.

Quick question.

Would you know if there will be a CP patch for MMM.If so any clues to how long please?

Cheers.

James. :foodndrink:
Well, since Mart taking a break and we really don't want users to have to wait too long, I guess I'll rifle through and update the v1.0 CP, then pack it with the next FOOK hotfix plugin set. We had to rebuild the plugins to fix some errant NavMesh info, so rather than hotfix plugins, the next 'hotfix' set will actually be a full replacement plugin set.
Has anyone come across on any good instructions on how to remove Fellout from FOOK2?
If you really want to, I guess you could open the main file with FO3Edit and remove all of the associated records. Once v1.1 is relatively bug free and we've got all the current issues ironed out, I'll look into making Fellout yet another option in the FOOK menu (on by default, of course).
I'm trying to make my little healing balance mod compatible with FOOK2. This involves changing HD00LabScript to accommodate both mods. I think i managed to do that for FOOK2 - Main.esp, but i would need to make a different one for FOOK2 - [DIK] DLC Improvement Kit.esp because it comes with a different version of that script. That one won't fire up in GECK because of multiple master files or somesuch. How do you get it to load?

The only difference to vanilla in my version of the script is that it uses up a blood pack for detoxification if the PC has any blood packs or addictions.
To allow the GECK to load multiple masters, find the line, bAllowMultipleMasterLoads=0, in your GECKPrefs.ini and/or GECKCustom.ini (I forget which) and set it to 1.
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Haley Merkley
 
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Post » Tue May 17, 2011 10:02 am

I just can't make the game stable with FOOK installed. And that's the only mod I've installed. I can run heavely modded Oblivion stable for hours and hours, but this just keeps crashing atleast once every 20mins. :(
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April
 
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Post » Tue May 17, 2011 11:09 am

I just can't make the game stable with FOOK installed. And that's the only mod I've installed. I can run heavely modded Oblivion stable for hours and hours, but this just keeps crashing atleast once every 20mins. :(
Hmm.. Are these crashes happening when fast-travelling? There were some NavMesh problems with the first beta batch which have since been remedied. Other than that, there shouldn't be any other persistent crashing issues.

If not fast travelling when the crashes occur, can you lend any other insight as to what's going on when you crash. FOSE or no FOSE? New save/old save? Loading DIK/not loading DIK? Load order? Patch version? For whatever it's worth, I and the rest of the Team haven't had such troubles, so it might be an installation subtlety which we've overlooked or something. Anyhow, whatever the issue is, we'll do our best to resolve it so our next beta set won't give you these troubles and/or help you figure out what's wrong.
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Elisabete Gaspar
 
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Post » Tue May 17, 2011 9:54 am

Last time I crashed when entering VATS, when fighting some supermutants. Other times it's just spontaneous crashing or crash during levelup. I've started a new character (started when leaving the vault first time). I'm using FOSE 0.1.2.2.

It appears that it's crashing more frequently in the city area.
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Elisha KIng
 
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Post » Tue May 17, 2011 9:54 am

Last time I crashed when entering VATS, when fighting some supermutants. Other times it's just spontaneous crashing or crash during levelup. I've started a new character (started when leaving the vault first time). I'm using FOSE 0.1.2.2.

It appears that it's crashing more frequently in the city area.
Those all seem like pretty disparate circumstances and such random crashing isn't something we experienced internally before making 1.1 Beta public. Mind linking me to a save exhibiting these crashes so I can try to hunt down the issue(s)? I'd like to test it with the public beta files first, then the newest internal files and see what happens.

Is your rig a quad core? Another had posted about random crashing in the FOOK forum and it turned out it was over having four processors.
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Robert Devlin
 
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Post » Tue May 17, 2011 6:30 am

Hi JustinOther,

Thank you very much for the information.

Very much appreciated. :tops:

Ill keep closing these then lol :obliviongate:

Cheers.

James. :foodndrink:
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BrEezy Baby
 
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Post » Tue May 17, 2011 3:20 am

Those all seem like pretty disparate circumstances and such random crashing isn't something we experienced internally before making 1.1 Beta public. Mind linking me to a save exhibiting these crashes so I can try to hunt down the issue(s)? I'd like to test it with the public beta files first, then the newest internal files and see what happens.

Is your rig a quad core? Another had posted about random crashing in the FOOK forum and it turned out it was over having four processors.


Yep I have core i7 cpu. I'm going to uninstall the game for now and take a break from FO3 anyway.
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TIhIsmc L Griot
 
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Post » Tue May 17, 2011 12:21 pm

Is heavy weapons handicap a merged mod or something that's made solely for FOOK? I didn't find it standalone anywhere.
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Batricia Alele
 
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Post » Tue May 17, 2011 3:55 am

Is heavy weapons handicap a merged mod or something that's made solely for FOOK? I didn't find it standalone anywhere.


I am going from memory, but I believe it was made solely for fook.
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Veronica Martinez
 
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Post » Tue May 17, 2011 6:37 am

if you equip the IR95 Ion Sniper Rifle on an NPC - your follower, for example, your framerate will drop drasticaly (well, mine does anyway) the closer you get to the NPC. Take it away from them and everything is ok. No problems if the player has it equipped.
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Janine Rose
 
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Post » Tue May 17, 2011 7:29 am

if you equip the IR95 Ion Sniper Rifle on an NPC - your follower, for example, your framerate will drop drasticaly (well, mine does anyway) the closer you get to the NPC. Take it away from them and everything is ok. No problems if the player has it equipped.


Really? That's nasty and should not happen.

it's hard for a weapon to judge who is equipping it, though. Best solution I found for that was... getdistance. Seriously.

It sounds like that thing will need to be fixed - - i've added it to list thingie here.
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Budgie
 
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Post » Tue May 17, 2011 1:48 am

Really? That's nasty and should not happen.

it's hard for a weapon to judge who is equipping it, though. Best solution I found for that was... getdistance. Seriously.

It sounds like that thing will need to be fixed - - i've added it to list thingie here.


I think it is a mesh thing with the weapon? - it wasn't a Phalanx follower.
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SHAWNNA-KAY
 
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Post » Tue May 17, 2011 9:53 am

I think it is a mesh thing with the weapon? - it wasn't a Phalanx follower.


if possible, could you try it on one of the FOOK/Phalanx followers and see?

Although - - make it a follower who actually has the corresponding weapon skill. My own systems will deny the follower use of inappropriate-skilled weapons, such as a Big Gun on Malcolm (Jericho, Star Paladin Cross, and Fawkes can equip Big Guns - - Deisha and Clover can train onto them. Most of them can train onto Energy Weapons).
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Rebekah Rebekah Nicole
 
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Post » Tue May 17, 2011 10:24 am

Is heavy weapons handicap a merged mod or something that's made solely for FOOK? I didn't find it standalone anywhere.


I've been working on a similair feature for a while now. It won't be the same, that would be stealing the work, and not as detailed, but it will do a similair thing. Give me a week to test it, and I'll release it.

Hugepinball even helped me with it once.
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Dylan Markese
 
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Post » Tue May 17, 2011 6:57 am

if possible, could you try it on one of the FOOK/Phalanx followers and see?

Although - - make it a follower who actually has the corresponding weapon skill. My own systems will deny the follower use of inappropriate-skilled weapons, such as a Big Gun on Malcolm (Jericho, Star Paladin Cross, and Fawkes can equip Big Guns - - Deisha and Clover can train onto them. Most of them can train onto Energy Weapons).


Xporc is telling me that it's a weap mesh issue and that weap isnt handled by the heavy weapon thingie.
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Skrapp Stephens
 
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Post » Tue May 17, 2011 11:34 am

I've been thinking for a while to try this out.

However, I do not know if there are any mods in my LO which would be absolutely incompatible with FOOK. I know EVE and Fellout are integrated, so ignore those.

Spoiler


Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmMart's Mutant Mod.esmCALIBR.esmxCALIBR.esm20th Century Weapons.esmRTS.esmAmmo Bench.esmEnclaveCommander-OA-Pitt-Steel.esmRH_IRONSIGHTS.esmEnhanced Weather - Rain and Snow.esmRH_IronSights_Basic_VanillaPlugin.espRH_IronSights_Basic_PointLookoutPlugin.espRH_IronSights_Basic_PittPlugin.espDarNifiedUIF3.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Radioactive Rain and Snow Plugin.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espClassic Fallout Weapons BETA.espEVE.espAmmo Bench - Car Mechanic.espAmmo Bench - Artisan.espRobCo Certified.espMarkB50K_Wasteland_Patrols.espBuildableBots v0.3a.espFellout-Full.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espLawbringer Boutnies Ver1.1.espBMPA-Time.espSD Theme Swap.espMegaton Closes.espToasty's Rooved Megaton, Holey Light.espNAPA-Sneak.espDree Perks.espDree Perks Pitts.espDree Perks Point Lookout.espDree Perks Requested by Fans .espDree Perks Anchorage.espDree Perks Mothership Zeta.espBuildablebots Robcert. addon.espAlternate Start - Roleplayers.espmzwalkietalkie.espVaultTechLocators.espRemote Bottlecap Mines ADVANCED.espP94 Plasma Rifle.espYK42B Pulse Rifle.espSnakesBandana.espTenpenny Suite.espGlock 86 Plasma Pistol (scoped).espMickExpansion01.espDrug Enhancer.esp (Made by me.)AMPvault.espTalonExtraArmor.espHelmetLight.espVault64.espRandomWeap.esp (Made by me.)rockville.espWeapons Attached To Power Armor.esp (Made by me.)RTSpatch_RVW.espRTSBeta0.1c_extension_FarmingBob1.2.1.espFellout-pipboylight.espSRFBG.esp (Made by me. See earlier post.)Skill Cap based on SPECIALs.esp (Made by me.)Merged.espCASM.espSniperZooming.espPRFEW.esp (Made by me. Energy Weapon version of SRFBG)ZL-ACR.espAmmo Limit.esp (Made by me)HZ_M14.espDK_BulletTime.espOwned!.espMart's Mutant Mod.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.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Increased Increased Spawns.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espautocannon.espPrecise Aim.espAutoAim_6000_v1.0.esp25mmAAgun02.espHZ_XM586UR.espMiniguns Non Replacer.espStealth Kills Enabled.espStealth Kills Enabled - Pitt Compatibility.espxCALIBR_override.espxCALIBR_override_unsorted.espxCALIBRmunitions.espxCALIBRmunitions_FOSEnhancements.espTotal active plugins: 116Total plugins: 158




All mods tagged with (Made by me.) are made by me and compatible with most mods by default. Including FOOK.

I aprecciate your hard work for this community by providing us such an excellent mod.

Harmy52
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JD bernal
 
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