[RELz] FOOK2 v1.1 Beta 2

Post » Tue May 17, 2011 5:31 am

I wanted to say i am new to fook 3 months new too it when i started using fook i just a got souped up computer and fallout 3 again for the 3 time now im playing likes a new game i even stop playing my 2nd play threw of mass effect 2 fook is like a drug i cant stop thinking about now i know what a crack head feels like kid dopest thing i play beth need to hire the fook team as game designers really dope [censored] kid.
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kitten maciver
 
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Post » Tue May 17, 2011 5:20 am

I wanted to say i am new to fook 3 months new too it when i started using fook i just a got souped up computer and fallout 3 again for the 3 time now im playing likes a new game.

Right on! :) The FOOK Team is ecstatic that you're having so much fun with it. Posts like yours make all those sleepless nights spent by us worth it.
I even stop playing my 2nd play threw of mass effect 2 fook is like a drug i cant stop thinking about now i know what a crack head feels like kid dopest thing i play
Yeah? We tried to limit the side effects to using FOOK, like any severe birth defects, abdominal pains, and/or reproductive harm associated with previous versions. While we've seen to it that there won't be any more flipper babies or anything, for the life of us we couldn't reduce the likelihood of user addiction, even by using shock treatment on our beta testers.
beth need to hire the fook team as game designers really dope [censored] kid.
I, for one, would love to work for Beth if given the opportunity. Scripting for money would be bliss...

[provided my outspoken disdain for GFWL wouldn't exclude the possibility]



Thanks again for the positive feedback. :)
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Hayley Bristow
 
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Post » Tue May 17, 2011 3:17 pm

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.

I had an issue I've had with 1.1 beta 1 (and still have with beta 2, but may be a left over effect since I'm using the same save game).

The Phalanx followers seem broken. K-9 came right up to me near Megaton and said he was going to follow me, but disappeared. Malcolm said he was going to join me, but is still standing in the exact same spot in Megaton and never followed me. When I talk to him, there aren't any dialog options basically. I end the conversation, and then the camera pushes back in like dialog is starting a second time, except the dialog window is completely empty, and then it goes away.

I don't believe I'm using any other mods which effect followers.
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Alexander Horton
 
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Post » Tue May 17, 2011 5:40 am

I had an issue I've had with 1.1 beta 1 (and still have with beta 2, but may be a left over effect since I'm using the same save game).

The Phalanx followers seem broken. K-9 came right up to me near Megaton and said he was going to follow me, but disappeared. Malcolm said he was going to join me, but is still standing in the exact same spot in Megaton and never followed me. When I talk to him, there aren't any dialog options basically. I end the conversation, and then the camera pushes back in like dialog is starting a second time, except the dialog window is completely empty, and then it goes away.

I don't believe I'm using any other mods which effect followers.


You can try having Gary reset them for you.
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Natalie Harvey
 
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Post » Tue May 17, 2011 5:07 am

You can try having Gary reset them for you.

Where is Gary?
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Penny Wills
 
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Post » Tue May 17, 2011 12:39 am

Where is Gary?


Outside megaton, in a shack leaning up against the wall. From the megaton entrance, head left and follow the wall until you find him.
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rolanda h
 
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Post » Tue May 17, 2011 4:12 am

I must say i'm impressed! I have had several issues with FOOK in the past but this Beta 2 has been flawless since install.I have made it through the Vanilla MQ and am about half way through Broken Steel and have not had one crash or freeze.I made it past Vauly 87 and past Level 11. So my hats off to the very talented folks from the FOOK team. NICE JOB!
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April
 
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Post » Tue May 17, 2011 2:47 am

I must say i'm impressed! I have had several issues with FOOK in the past but this Beta 2 has been flawless since install.I have made it through the Vanilla MQ and am about half way through Broken Steel and have not had one crash or freeze.I made it past Vauly 87 and past Level 11. So my hats off to the very talented folks from the FOOK team. NICE JOB!
Right on! :) We cleared up a ton of beta 1's problems with beta 2 and anything pertaining to crashes and/or freezing was high priority, so it's a relief to hear others are having a smoother experience this time around. Thanks for bearing with us through the initial beta, despite its ...um... flipper babies <__<
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Soraya Davy
 
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Post » Tue May 17, 2011 8:22 am

i was wondering if FOOK2 v1.1 beta 2 works with WMK, i would ask on the website, but it seems to be down atm?..

thanks
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oliver klosoff
 
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Post » Tue May 17, 2011 7:56 am

i was wondering if FOOK2 v1.1 beta 2 works with WMK, i would ask on the website, but it seems to be down atm?..

thanks


I will need to update the WMK-FOOK2 patch for compatibility with FOOK2 v1.1 Beta 2, but in the meantime, update your automatic merged patch (using FO3Edit). I've tested that and it works.
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Khamaji Taylor
 
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Post » Tue May 17, 2011 1:27 pm

I had an issue I've had with 1.1 beta 1 (and still have with beta 2, but may be a left over effect since I'm using the same save game).

The Phalanx followers seem broken. K-9 came right up to me near Megaton and said he was going to follow me, but disappeared. Malcolm said he was going to join me, but is still standing in the exact same spot in Megaton and never followed me. When I talk to him, there aren't any dialog options basically. I end the conversation, and then the camera pushes back in like dialog is starting a second time, except the dialog window is completely empty, and then it goes away.

I don't believe I'm using any other mods which effect followers.


I tend to see this happen because of:

- - mod conflict
- - the savegame is kinda broken.

This version of Fook2 is a bit better at telling you when there is a mod conflict. It runs some tests when you hire followers and puts a message box in your face if one of them fails. Resetting the follower on Gary has generally not been the fix for this.

Gary can run the tests on demand for you if you ask him to. I don't think it catches all mod conflicts but it catches many.
Another is - if a brand-new game, FROM BIRTH, fixes it, the old savegame is kinda screwed and its probably not recoverable.
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Nims
 
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Post » Tue May 17, 2011 11:54 am

Nice work people.
Started a new game and been playing for a while without a single crash. Beta 2 feels much more stable.
Did find a few small bug so far:

-Bodies sometimes don't "gore". I got Bloody Mess, 10 Luck and Finesse, but killing with a crit. shot does not amputate the bodies.
I think switching weapons around or reloading a game solves it, though I'm not sure of this.

-Exclamation mark on the shelf behind Durga in the Citadel Armory.

-During the escape through the Taft tunnels, Doc Li stops you to treat Garza. When I give her some Stimpacks,
Malcolm (who I dismissed at the camp) spawns in and walks off. (back to camp?)

Fresh Install with only DLC's and FOOK
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Kelly Tomlinson
 
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Post » Tue May 17, 2011 3:16 pm

-Bodies sometimes don't "gore". I got Bloody Mess, 10 Luck and Finesse, but killing with a crit. shot does not amputate the bodies.

I think switching weapons around or reloading a game solves it, though I'm not sure of this.

I know many of the dismemberment flags for weapons have been altered in the FOOK files, so that's probably a result of doing so. Since the bloody mess works with some weapons and not others, it probably means that the gory weapons haven't been altered, at least when it comes to the dismemberment flags.


-Exclamation mark on the shelf behind Durga in the Citadel Armory.
That's a Colt Anaconda. The filepath to the .NIF was off and has been fixed along with a few other minor issues in the first hotfix plugin set which will be available in the FOOK forum's Bug Reports folder, stickied up top. Now that the forum is back up, I'll upload/link, then place a link in the OP of this thread (probably within an hour or so).

-During the escape through the Taft tunnels, Doc Li stops you to treat Garza. When I give her some Stimpacks,
Malcolm (who I dismissed at the camp) spawns in and walks off. (back to camp?)
Not sure about that one, but Tarrant will probably know or have an idea where to start.


Glad to hear, on the whole, you've been having a good experience thus far with beta 2. Thanks for the feedback. :)
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carley moss
 
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Post » Tue May 17, 2011 10:31 am

I tend to see this happen because of:

- - mod conflict
- - the savegame is kinda broken.

This version of Fook2 is a bit better at telling you when there is a mod conflict. It runs some tests when you hire followers and puts a message box in your face if one of them fails. Resetting the follower on Gary has generally not been the fix for this.

Gary can run the tests on demand for you if you ask him to. I don't think it catches all mod conflicts but it catches many.
Another is - if a brand-new game, FROM BIRTH, fixes it, the old savegame is kinda screwed and its probably not recoverable.


Gary said there was no conflicts with follower scripts and I am not running any other follower mods. I had Gary reset K9 and Malcolm and they work now.
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CORY
 
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Post » Tue May 17, 2011 9:40 am

Can someone who has good contact information for Linkesauge tell him to fix the [censored] fook web site? I am trying to reply to posts over there and I get stupid, repeating 500 errors. Its the same crap that it was doing some months back, when it eventually decided to just blow up and stay blown up.

EDIT: Oh, and timeouts, too.
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Hussnein Amin
 
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Post » Tue May 17, 2011 4:19 pm

K so.

Yeah. I'm the guy who had that glitch where all the companions are suddenly outside wandering in Megaton. I haven't been able to duplicate it but it might happen to other people.

If possible maybe you can make a feature that resets a companion to a state before you met them. Like if I had Jericho with me and I used this kind of reset on him he would be back at Megaton and I'd have to pay him 1000 caps to join me again.

Is that kind of feature possible?


That would be a bunch of work and glitch-prone once done. To be honest I am not up for doing it for something that offers so little. The player has the option of firing Jericho back to megaton once hired, and he has the option of loading an earlier save.

BTW Phalanx already does a non-variable-changing reset on all followers if it notices that the game is not fresh and you load it for the first time.

Oh, the thread's title matches what I had in mind: Tarrant, do you think you could set all your companions to "Run away from me!" when your healt percent is almost the necessary for activating the "Nuclear Anomaly" perk? (Of course if you ahve such a perk).


I don't think this is straightforward to do.

I don't know exactly how the perk works internally, but maybe it can be made to not damage mobs with the playerteammate flag, if that is a balanced thing to do. I've got no experience with the perk so I am not sure just how it comes together in a fight.
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Suzie Dalziel
 
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Post » Tue May 17, 2011 9:08 am

Can someone who has good contact information for Linkesauge tell him to fix the [censored] fook web site? I am trying to reply to posts over there and I get stupid, repeating 500 errors. Its the same crap that it was doing some months back, when it eventually decided to just blow up and stay blown up.

EDIT: Oh, and timeouts, too.

I'm confident that they already know about that :)
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neil slattery
 
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Post » Tue May 17, 2011 8:26 am

I'm confident that they already know about that :)



ya and im all the time in contact with my provider but its not something I can fix. My host says the server is currently flooded (not a traffic issue, its the server RAM and thats why the site doesn't properly load/time out) and due to this was the server already moved to a new IP but there still seems to be a problem. I hope that it gets fixed within the next days.
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kitten maciver
 
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Post » Tue May 17, 2011 9:31 am

Hey just a shot in the dark, but did anyone see my bug report about being overloaded when loading a save from a newly-launched game?

Also, it's strangely light at night now.
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Taylrea Teodor
 
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Post » Tue May 17, 2011 4:03 pm

Hey just a shot in the dark, but did anyone see my bug report about being overloaded when loading a save from a newly-launched game?

i suppose that bug has been fixed with the latest hotfix.
http://www.fallout3nexus.com/downloads/file.php?id=4448
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Erich Lendermon
 
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Post » Tue May 17, 2011 6:39 am

i suppose that bug has been fixed with the latest hotfix.
http://www.fallout3nexus.com/downloads/file.php?id=4448

Ah, cool. Someone in the comments rehosted the fixes which is awesome.
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Dezzeh
 
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Post » Tue May 17, 2011 1:39 am

ya and im all the time in contact with my provider but its not something I can fix. My host says the server is currently flooded (not a traffic issue, its the server RAM and thats why the site doesn't properly load/time out) and due to this was the server already moved to a new IP but there still seems to be a problem. I hope that it gets fixed within the next days.
Ah... Hopefully it can get fixed soon as communication w/o it is a lot harder. It just let me edit one thread, then spouted the "500 - Internal server error" repeatedly >_< Thanks for looking into it, Linkes. :)

FOSE related setting re-application expedited: With the hotfix plugin, the settings are re-applied within a split second after loading your save, so FOV, XP, item weight, etc. will all be as desired sooner than they were initially.
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Jessica White
 
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Post » Tue May 17, 2011 1:02 pm

Do the iron sight mods work?
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Kayla Keizer
 
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Post » Tue May 17, 2011 11:05 am

I thought I should probably mention this here too:

WMK-FOOK2 v1.0.4 is available now on the http://www.fallout3nexus.com/downloads/file.php?id=4968. Here's the changelist:

Version 1.0.4 (10-06-10)
- Various changes to achieve compatibility with FOOK2's v1.1 Beta 2 update.
- Implemented Armsel Striker.
- The Terrible Shotgun now appears as an Armsel Striker, as in FOOK2 v1.1.
- Reservist's Rifle now appears as a Remington 700, as in FOOK2 v1.1.
- Updated IR95 Ion Sniper Rifle mesh.

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Dan Wright
 
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Post » Tue May 17, 2011 7:49 am

I thought I should probably mention this here too:

WMK-FOOK2 v1.0.4 is available now on the http://www.fallout3nexus.com/downloads/file.php?id=4968. Here's the changelist:
Huzzah! Most likely, all of the weapon related stuff won't change much or at all between now and v1.1 final. Thanks a bunch for what I'm sure was no cakewalk of an update. :)

Do the iron sight mods work?
Sorry, but I've no idea about using ironsight mods with FOOK. In your other thread, you mentioned that models were replaced, so chances are there would be some problems unless the resources didn't clash. You could extract one mod's assets into a disposable folder, then the other and note if any .NIF's ask to be overwritten. :shrug:
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Chica Cheve
 
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