[RELz] FOOK2 v1.1 Beta 2

Post » Tue May 17, 2011 11:11 am

It appears that Clover substitutes 5.56 for 5.45 - maybe. But 5.56 is disapearing from her inventory. I don't know if this is related to the ammo multiplying issue or not so I'm reporting it in case it's not. We went into the Crysulus building - she had an M4A1, about 800 rounds of 5.56, a Plasma Rifle with about 400 MF cells. She was using the plasma rifle the whole time before she got disabled. When I checked later, she had no 5.56, but about 1700 rounds of 5.45. She had no weapon that uses 5.45 and didn't pick one up during the fight as far as I could tell.
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kristy dunn
 
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Post » Tue May 17, 2011 1:08 am

It appears that Clover substitutes 5.56 for 5.45 - maybe. But 5.56 is disapearing from her inventory. I don't know if this is related to the ammo multiplying issue or not so I'm reporting it in case it's not. We went into the Crysulus building - she had an M4A1, about 800 rounds of 5.56, a Plasma Rifle with about 400 MF cells. She was using the plasma rifle the whole time before she got disabled. When I checked later, she had no 5.56, but about 1700 rounds of 5.45. She had no weapon that uses 5.45 and didn't pick one up during the fight as far as I could tell.


yeah the beta version 1 had a habit of swapping certain ammo types in certain situations. Hopefully I've gotten all of those problems out of it for beta 2, which is coming soon - - maybe even quite soon - - we will see how soon!!!!! I think beta 2 is close, there's nothing gamebreaking to fix, it's kinda ready once Justin does his last pass on the thing.
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Peter lopez
 
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Post » Tue May 17, 2011 1:44 am

Why isn't HugePinball listed on the Team anymore?
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Laura
 
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Post » Tue May 17, 2011 8:18 am

Why isn't HugePinball listed on the Team anymore?


I don't think he's working directly on fook right now.
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Jack Moves
 
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Post » Tue May 17, 2011 7:47 am

Dose MMM and Fook2 1.1 play nice together? or as nice as can be i guess.
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Isaac Saetern
 
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Post » Tue May 17, 2011 12:12 pm

Dose MMM and Fook2 1.1 play nice together? or as nice as can be i guess.


Fook2 1.1 is not yet released. There's only a beta out now.

It's not been looked at alongside of MMM that I'm aware of yet, it's too early to build a compatibility module etc.
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Danii Brown
 
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Post » Tue May 17, 2011 8:30 am

I don't think he's working directly on fook right now.


That's a shame. Guy is a brilliant modder. Why isn't he working on FOOK anymore?
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Felix Walde
 
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Post » Tue May 17, 2011 8:41 am

That's a shame. Guy is a brilliant modder. Why isn't he working on FOOK anymore?


I have no idea ... and stuff.
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JaNnatul Naimah
 
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Post » Tue May 17, 2011 4:23 pm

How bizarre.
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IsAiah AkA figgy
 
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Post » Tue May 17, 2011 10:14 am

Hmm, I'm having a bit of a problem with the follower aspect. It was nice enough to tell me that there was a conflict, so I quit the game and tried deactivating those mods which would be the most obvious for the conflicts, but that didn't do anything. So now I have a game where I can't have any followers ever and I'm stumped as to how that problem can be resolved. If it's any help here's my load order

Spoiler
Fallout3.esm
HairPack.esm
Anchorage.esm
CALIBR.ESM
xCALIBR.esm
FOOK2 - Main.ESM
Mart's Mutant Mod.esm
Sharing and Caring Companions.esm
Xepha's Dynamic Weather.esm
CRAFT.esm
FallsChurchMetroFix.esm
Unofficial Fallout 3 Patch.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mothership Crew.esm
TSC Air Support.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.ESM
AFS Enclave.esm
Enhanced Weather - Rain and Snow.esm
EnclaveCommander-OA-Pitt-Steel.esm
DCInteriors_ComboEdition.esm
StreetLights.esm
LingsFinerThings.esm
DarNifiedUIF3.esp
FOOK2 - Main.esp
DarkNights-Darker.esp
Owned!.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
FOOK2 - Mothership Zeta.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
CRAFT - Activation Perk.esp
eyes_hairpack_en.esp
Accessorized Helmets.esp
BLTC.esp
BLTC Immersion Patch.esp
BLTC Hypo Fix.esp
BLTC Less Addictions.esp
FollowersRelax.esp
Mart's Mutant Mod - FOOK2.esp
Xepha's Dynamic Weather - Main.esp
Tailor Maid Anchorage.esp
Tailor Maid Brokensteel.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Experimental Green Tint Remover.esp
Tailor Maid PITT.esp
Tailor Maid ZETA.esp
Tailor Maid.esp
TSC Air Support.esp
1PipboyPDA.esp
DarkerInteriorsFallOut3.esp
DarkerInteriorsThePitt.esp
DarkerInteriorsAnchorage.esp
DarkerInteriorsBrokenSteel.esp
DarkerInteriorsPointLookout.esp
DarkerInteriorsZeta.esp
RCMarket-BarrelBeGone.esp
UPP - Beverage Perks.esp
PersonalVertibird.esp
ACE2-1b.esp
merc.esp
xCALIBR_override.esp
Xepha's Dynamic Weather - Rain (OA).esp
Sally Fix 2.1.esp
AFS Brisbane.esp
SShop.esp
FLAK.esp
FactionPerkVF-Drawbacks.esp
StreetLights - Wasteland.esp
LingsFinerThings.esp
xCALIBRmunitions.esp
ZL-ACR.esp
AsharasFormalClothing.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
GT_BM_Less_Full_Dismemberment.esp
GT_Less_Dismemberment.esp
GT_Less_Exploding_Parts.esp
Lookout Outfits.esp
10mmReplacer.esp
Responsive Kill Reactions.esp
Realistic Death Physics.esp
Bloodless Mess.esp
Perk Remodeler.esp


That being said, all the other features and additions are awesome, if that follower situation of mine gets resolved this will be as close to perfect as I can tell
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Clea Jamerson
 
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Post » Tue May 17, 2011 10:35 am

Hmm, I'm having a bit of a problem with the follower aspect. It was nice enough to tell me that there was a conflict, so I quit the game and tried deactivating those mods which would be the most obvious for the conflicts, but that didn't do anything. So now I have a game where I can't have any followers ever and I'm stumped as to how that problem can be resolved. If it's any help here's my load order

Spoiler
Fallout3.esm
HairPack.esm
Anchorage.esm
CALIBR.ESM
xCALIBR.esm
FOOK2 - Main.ESM
Mart's Mutant Mod.esm
Sharing and Caring Companions.esm
Xepha's Dynamic Weather.esm
CRAFT.esm
FallsChurchMetroFix.esm
Unofficial Fallout 3 Patch.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mothership Crew.esm
TSC Air Support.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.ESM
AFS Enclave.esm
Enhanced Weather - Rain and Snow.esm
EnclaveCommander-OA-Pitt-Steel.esm
DCInteriors_ComboEdition.esm
StreetLights.esm
LingsFinerThings.esm
DarNifiedUIF3.esp
FOOK2 - Main.esp
DarkNights-Darker.esp
Owned!.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
FOOK2 - Mothership Zeta.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
CRAFT - Activation Perk.esp
eyes_hairpack_en.esp
Accessorized Helmets.esp
BLTC.esp
BLTC Immersion Patch.esp
BLTC Hypo Fix.esp
BLTC Less Addictions.esp
FollowersRelax.esp
Mart's Mutant Mod - FOOK2.esp
Xepha's Dynamic Weather - Main.esp
Tailor Maid Anchorage.esp
Tailor Maid Brokensteel.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Experimental Green Tint Remover.esp
Tailor Maid PITT.esp
Tailor Maid ZETA.esp
Tailor Maid.esp
TSC Air Support.esp
1PipboyPDA.esp
DarkerInteriorsFallOut3.esp
DarkerInteriorsThePitt.esp
DarkerInteriorsAnchorage.esp
DarkerInteriorsBrokenSteel.esp
DarkerInteriorsPointLookout.esp
DarkerInteriorsZeta.esp
RCMarket-BarrelBeGone.esp
UPP - Beverage Perks.esp
PersonalVertibird.esp
ACE2-1b.esp
merc.esp
xCALIBR_override.esp
Xepha's Dynamic Weather - Rain (OA).esp
Sally Fix 2.1.esp
AFS Brisbane.esp
SShop.esp
FLAK.esp
FactionPerkVF-Drawbacks.esp
StreetLights - Wasteland.esp
LingsFinerThings.esp
xCALIBRmunitions.esp
ZL-ACR.esp
AsharasFormalClothing.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
GT_BM_Less_Full_Dismemberment.esp
GT_Less_Dismemberment.esp
GT_Less_Exploding_Parts.esp
Lookout Outfits.esp
10mmReplacer.esp
Responsive Kill Reactions.esp
Realistic Death Physics.esp
Bloodless Mess.esp
Perk Remodeler.esp


That being said, all the other features and additions are awesome, if that follower situation of mine gets resolved this will be as close to perfect as I can tell



First thing that comes to mind is, you should check the original main post for the load order instructions. You are using many files which are incompatible. Eve was for example merged, so was streetlights, and none of the 1.0 .esp such as the zeta one would be used..

I see a "followers relax" in there, that probably breaks a whole lot. But there could be more. That is too large a list to run next to this beta and have me be able to make the greatest sense of it.

The next release version of the beta has many follower fixes as compared with this first version beta btw so, keep your eyes open for that, when it comes out.
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TASTY TRACY
 
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Post » Tue May 17, 2011 12:43 pm

I think I have solved the problem now, thanks for the help. It turned out it was merc.esp that was causing the problems. Now I should be able to play without error
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Adrian Powers
 
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Post » Tue May 17, 2011 3:37 am

Seeing how there are alot of people interested in this newest version of Fook2, I was wondering if anyone had a list of mods or even more helpful, a load order that they would care to share here. I'm looking for a super stable load order as I was planning on doing a clean install. Anyone out there have a list for me? Thanks in advance! I know that it was ALOT of trial and error on my part to get a stable (ish) load order when trying FOOK2 before and thought that I might be able to pick the brain of people more mod savvy than me.
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Laura Samson
 
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Post » Tue May 17, 2011 11:55 am

This is some good news - - -

Tonight I think Justin finally fixed, for real and completely, the Citadel fast travel crash / fast travel black-screen freeze-up.

It was a big deal with several false starts but now I think he's got it.

I told him "Hurry up and release it before we can break it again!" referring to the upcoming beta 2 version release. hehe.


Seeing how there are alot of people interested in this newest version of Fook2, I was wondering if anyone had a list of mods or even more helpful, a load order that they would care to share here. I'm looking for a super stable load order as I was planning on doing a clean install. Anyone out there have a list for me? Thanks in advance! I know that it was ALOT of trial and error on my part to get a stable (ish) load order when trying FOOK2 before and thought that I might be able to pick the brain of people more mod savvy than me.


My development load order is

Fallout3.esm
CRAFT.esm
CALIBR.esm
BrokenSteel.esm
PointLookout.esm
Anchorage.esm
ThePitt.esm
Zeta.esm
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
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sarah taylor
 
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Post » Tue May 17, 2011 7:58 am

This is some good news - - -

Tonight I think Justin finally fixed, for real and completely, the Citadel fast travel crash / fast travel black-screen freeze-up.

It was a big deal with several false starts but now I think he's got it.

I told him "Hurry up and release it before we can break it again!" referring to the upcoming beta 2 version release. hehe.

That's better than just good news. That was a problem that drove me up the wall. Maybe I will be able to use FOOK again, I still miss having it in my load order. :twirl:

Any idea how long before release?
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Annick Charron
 
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Post » Tue May 17, 2011 3:43 am

That's better than just good news. That was a problem that drove me up the wall. Maybe I will be able to use FOOK again, I still miss having it in my load order. :twirl:

Any idea how long before release?


I am thinking Beta 2 should be out within a few days!!

... this is without me actually getting to see what is on Justin's desktop, however.

I think there's pretty much nothing left to do for Beta 2 except for whatever Justin might feel has to be wrapped up on his side.
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Ells
 
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Post » Tue May 17, 2011 2:49 am

This is some good news - - -

Tonight I think Justin finally fixed, for real and completely, the Citadel fast travel crash / fast travel black-screen freeze-up.

It was a big deal with several false starts but now I think he's got it.

I told him "Hurry up and release it before we can break it again!" referring to the upcoming beta 2 version release. hehe.




My development load order is

Fallout3.esm
CRAFT.esm
CALIBR.esm
BrokenSteel.esm
PointLookout.esm
Anchorage.esm
ThePitt.esm
Zeta.esm
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM



Thank you for this load order. It is greatly appreciated. Are these all the mods you are planning on using or are there more coming? I guess I was looking for a a list of other mods ASIDE from FOOK2 that will play nice with it. I'm after a mod list that is greatly supplemented with new, fresh mods that I haven't played with before. I wanted to know if mods like Marts Mutant Mod and Project Beauty played nice with the new FOOK2. As well, I looked at Mez's Gameplay + Immersion Mod List and got some GREAT ideas on other mods to try and made quite a big list of them. Does anyone know if there are conflicts with them?

I *KNOW* I am asking for alot here, and I appreciate any input. Thank you all in advance!
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Laura Ellaby
 
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Post » Tue May 17, 2011 12:35 am

I have a question in the instructions to install this mod with a clean slate.

After installing v1.0, Rename the temp folder, then uninstall the .exe (contents within folder will remain)

What does uninstalling the .exe mean?
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suzan
 
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Post » Tue May 17, 2011 12:40 am

For posterity, recommended load order for FOOK is as follows:

Fallout3.ESM
Anchorage.ESM
ThePitt.ESM
BrokenSteel.ESM
PointLookout.ESM
Zeta.ESM
CALIBR.ESM
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM

[other mods here]
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp

I have a question in the instructions to install this mod with a clean slate.

After installing v1.0, Rename the temp folder, then uninstall the .exe (contents within folder will remain)

What does uninstalling the .exe mean?
It's not necessary to do so, but I for one just don't like when mods show up as installed programs and prefer to add/remove them manually. v1.0's installer shows up as an installed program when used. To ensure you can get it out of your programs list, that method helps. So, once you've got all the 1.0 contents into a folder, rename said folder, then go to your control panel and uninstall FOOK's installer and you'll still have the needed resources without the installer so you can drag/drop 'em all into Fallout 3\Data like any other mod.

Also, v1.1 Beta 2 is now available. It's highly recommended that all v1.0 and 1.1 Beta users update to the v1.1 Beta 2 setup as we've covered a lot of ground since the initial beta.
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Harry Hearing
 
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Post » Tue May 17, 2011 3:02 pm

I know that FOOK2 + FWE is generally not supported, but I was running it before with FOIP CP's before.

Given that EVE is now part of FOOK2, I removed EVE.esp and EVE Operation Anchorage.esp from my load order, and tried updating the EVE related FOIP files to not require those as masters, but rather point to FOOK2 - Main.esm (with FO3Edit).

However, the game will not load with the EVE - FWE files from FOIP. It would load just fine with these disabled.

I restored the original EVE - FWE FOIP files (with their dependency on EVE.esp), and then put EVE.esp back in my load order before FOOK2, and then game would load again.

I thought I'd share my experiences.
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Richard
 
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Post » Tue May 17, 2011 2:01 pm

I know that FOOK2 + FWE is generally not supported, but I was running it before with FOIP CP's before.

Given that EVE is now part of FOOK2, I removed EVE.esp and EVE Operation Anchorage.esp from my load order, and tried updating the EVE related FOIP files to not require those as masters, but rather point to FOOK2 - Main.esm (with FO3Edit).

However, the game will not load with the EVE - FWE files from FOIP. It would load just fine with these disabled.

I restored the original EVE - FWE FOIP files (with their dependency on EVE.esp), and then put EVE.esp back in my load order before FOOK2, and then game would load again.

I thought I'd share my experiences.

I had the same issue with EVE - FWE foip, but I am not running Fook - just FWE, WMK, EVE. Game wouldn't CTD, but would not show the main menu screen. I resolved the problem by downloading the very latest update to EVE. I've read where others have used the newer version of EVE with FOOK to get some new features. Might be worth a try for you.
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Alexxxxxx
 
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Post » Tue May 17, 2011 9:34 am

Great job everyone !!! I've been waiting for the stabler version of FOOK v1.1 in order to upgrade.

I have a quick question : do the FOIP compatibility patches (including the unofficial MMM - FOOK CP) recently issued for v1.1 Beta 1 work with Beta 2 as well, or should we wait for new ones to emerge?

Thanks, Bendiwolf
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RUby DIaz
 
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Post » Tue May 17, 2011 5:21 am

I know that FOOK2 + FWE is generally not supported, but I was running it before with FOIP CP's before.

Given that EVE is now part of FOOK2, I removed EVE.esp and EVE Operation Anchorage.esp from my load order, and tried updating the EVE related FOIP files to not require those as masters, but rather point to FOOK2 - Main.esm (with FO3Edit).

However, the game will not load with the EVE - FWE files from FOIP. It would load just fine with these disabled.

I restored the original EVE - FWE FOIP files (with their dependency on EVE.esp), and then put EVE.esp back in my load order before FOOK2, and then game would load again.

I thought I'd share my experiences.

To clarify:

The EVE FOIP patches require the EVE files as master. Eventhough FOOK2 has EVE integrated, none of the FOIP patches would be able to recognize this, since FOOK2 is a completely different file than the EVE esps. The crash on load happens then of course because the EVE FOIP patches look for a master that doesnt exist in your load order.
tldr; The FOIP patches only work with standalone EVE, not with FOOK2

I've read where others have used the newer version of EVE with FOOK to get some new features. Might be worth a try for you.

I just need to point out here that doing this is not recommendable at all. First off you would have a bunch of duplicated weapons, those from EVE standalone and those from FOOK2-EVE. Not to mention that these weapons would also have drastically different stats. And there would be a whole slew of other abnormalities, like two different versions of the shredders, finding the EVE unique weapons twice etc...

I have a quick question : do the FOIP compatibility patches (including the unofficial MMM - FOOK CP) recently issued for v1.1 Beta 1 work with Beta 2 as well, or should we wait for new ones to emerge?

From what I heard the current unofficial 1-1 patch should work with beta2(atleast Justin told me that not many records that conflict with MMM should've changed, so using the beta1 patch atleast shouldnt cause any issues)
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Rachel Cafferty
 
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Post » Tue May 17, 2011 1:20 pm

The EVE FOIP patches require the EVE files as master. Eventhough FOOK2 has EVE integrated, none of the FOIP patches would be able to recognize this, since FOOK2 is a completely different file than the EVE esps. The crash on load happens then of course because the EVE FOIP patches look for a master that doesnt exist in your load order.

I tried using FO3Edit to update the Master dependencies, but it didn't work apparently.
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Claire Vaux
 
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Post » Tue May 17, 2011 3:51 am

I tried using FO3Edit to update the Master dependencies, but it didn't work apparently.
The last six characters of the form ID's won't match up after the ...switcharoo in the masterlist. Any CP referencing FOOK included EVE content would need to be manually updated to reference the FOOK included forms or things won't line up. An EVE-FWE-FOOK FOIP should probably draw from FOOK2 - Main.ESM rather than EVE.esp so EVE.esp can be unticked whilst playing with FOOK.

So far, Beta 2 has had very few bugs reported *wipes brow*, but a dated, cumulative hotfix plugin will soon be made available to cover a spelling error and filepath mishap, then I'll link it in the OP. Provided a bunch of NAVM edits aren't needed or anything like they were for beta 1, any and all bugfixes for beta 2 will be added to it until they're all merged into v1.1 Final.

KH: Thanks for explaining that to 'em about the FOIP'age. :)
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butterfly
 
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