[RELz] FOOK2 v1.1 Beta 2

Post » Tue May 17, 2011 6:51 am

Thanks.
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Mimi BC
 
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Post » Tue May 17, 2011 3:31 am

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. :)


It wasn't too bad this time; certainly not as bad as the last update. ;)
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Charles Mckinna
 
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Post » Tue May 17, 2011 1:27 am

umm...... when can you release the dlc patches cause I don't have zeta.
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Ludivine Dupuy
 
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Post » Tue May 17, 2011 12:38 pm

It wasn't too bad this time; certainly not as bad as the last update. ;)
Glad to hear. :celebration:
umm...... when can you release the dlc patches cause I don't have zeta.
That would have to come after v1.1 Final. They won't be, cumulatively, the same thing as loading the DIK plugins, but will at least allow for individual DLC's to be run without FOOK's main file borking DLC overrides to Fallout3.ESM. There's no particular time frame we've in mind though, so I'd really suggest just grabbing Zeta that you can load DIK.
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Milagros Osorio
 
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Post » Tue May 17, 2011 7:22 am

Is DIK necessary or is just an optional feature? Oh I forgot it seems as though I cannot go to your website.
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Cassie Boyle
 
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Post » Tue May 17, 2011 2:19 pm

-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?)



Wish I could get the game to quit doing that. I've got all kinds of checks in that script to prevent inappropriate moving of followers but, the thing goes all stupid and does it anyway.
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Justin Hankins
 
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Post » Tue May 17, 2011 3:47 am

Is DIK necessary or is just an optional feature? Oh I forgot it seems as though I cannot go to your website.
If you have DLC's, it's pretty much a necessity as FOOK's main file would otherwise conflict with the DLC overrides to Fallout3.ESM.
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Shannon Marie Jones
 
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Post » Tue May 17, 2011 4:25 am

So how long do you think until you could create DIK for individual dlc's. Also what do you mean conflicts?
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Ben sutton
 
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Post » Tue May 17, 2011 3:12 am

Is there an up to date list somewhere that informs users of which mods are compatible, incompatible, or integrated into FOOK similar to the wonder list compiled at FWE (see: https://sites.google.com/site/fo3wanderersedition/compatibility-list)?

I'm thinking of playing a new game with FOOK as my overhaul instead of FWE, and I need to know which mods to remove, and which to re-add.
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Schel[Anne]FTL
 
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Post » Tue May 17, 2011 12:06 pm

I'm having a major problem with Malcom.
He's got the item duplication glitch and gets his starting gun over a hundred times, bullets over a thousand times and in the case of the 7.62 twele and a halve million of them...
This caused my savegame bloat to be devastating and so the game crashes when I try to...
Is there a remedy for this?
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Sarah MacLeod
 
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Post » Tue May 17, 2011 1:26 am

So how long do you think until you could create DIK for individual dlc's. Also what do you mean conflicts?
We're not planning on it, but crucial conflicts between DLC's and FOOK2 - Main.ESM will inevitably be addressed by small individual plugins just so say, Broken Steel still starts if one is running FOOK and Broken Steel is their only DLC (ending binks).
Is there an up to date list somewhere that informs users of which mods are compatible, incompatible, or integrated into FOOK similar to the wonder list compiled at FWE (see: https://sites.google.com/site/fo3wanderersedition/compatibility-list)?

I'm thinking of playing a new game with FOOK as my overhaul instead of FWE, and I need to know which mods to remove, and which to re-add.
The opening post of this thread has a list of everything integrated to date. There's actually a thread in the FOOK forum about mods which have been found to be compatibile with FOOK's newest iterations which I'd gladly link you to, however out forum is on the fritz at the moment. =/ I know one Team member was able to get MMM and v1.1b2 working together without any issues. Antistar has recently completed their WMK CP. Once we've got a final together, we'll all probably have a better idea of what will play nice together, but for now a filtered FO3Edit session would probably be the best indication. Most of the crucial overrides to Beth records are reiterated in our .esp's, so loading most anything between FOOK ESM's and esp's shouldn't break FOOK, but FOOK might break them. It just depends on the mod.
I'm having a major problem with Malcom.
He's got the item duplication glitch and gets his starting gun over a hundred times, bullets over a thousand times and in the case of the 7.62 twele and a halve million of them...
This caused my savegame bloat to be devastating and so the game crashes when I try to...
Is there a remedy for this?
That's a lot of ammo! :ooo: For the interim, I guess you could remove all that he should have, then ~RemoveAllItems and give him back his gear/save.Whatever is going on with that, we'll have to tend to while getting the final build together. Might end up hotfix'd sooner than later.
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Lauren Dale
 
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Post » Tue May 17, 2011 4:31 pm

Hi Justin.

I'v been trying to get into the Fookunity site.Is it having Problems?

I'm on the verge of putting a Clean install. Has a patch bee released for Fook+MMM yet please?

Thanks.

James.
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Tyrone Haywood
 
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Post » Tue May 17, 2011 11:00 am

Hi Justin.

I'v been trying to get into the Fookunity site.Is it having Problems?

I'm on the verge of putting a Clean install. Has a patch bee released for Fook+MMM yet please?

Thanks.

James.
Hi thar! :) The FOOK site is most definitely crippled at the moment, but the download page, at least, is still up. As I understand it, the v1.0 FOOK + MMM CP's work fine with 1.1 betas, but will probably eventually need updating as there are bound to be a bunch of records that no longer conflict. While a few NPC inventories might be wonkus until then, things should still be pretty stable even with the older MMM CP(s) due to the nature of the patched conflicts. After final, there will definitely be an updated CP made available, but the old one should suffice for now.
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Sian Ennis
 
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Post » Tue May 17, 2011 1:31 pm

I wish the fook site would come back. I did not want to do my troubleshooting/informatiion-gathering sort of threads here in Bethesda's forums (I need status on follower ammo inventory stuff).
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Multi Multi
 
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Post » Tue May 17, 2011 11:04 am

I wish the fook site would come back. I did not want to do my troubleshooting/informatiion-gathering sort of threads here in Bethesda's forums (I need status on follower ammo inventory stuff).
Here's hoping Linkes gets the FOOKUNITY back up soon. *knock on wood*
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NEGRO
 
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Post » Tue May 17, 2011 3:36 pm

We're not planning on it, but crucial conflicts between DLC's and FOOK2 - Main.ESM will inevitably be addressed by small individual plugins just so say, Broken Steel still starts if one is running FOOK and Broken Steel is their only DLC (ending binks).
The opening post of this thread has a list of everything integrated to date. There's actually a thread in the FOOK forum about mods which have been found to be compatibile with FOOK's newest iterations which I'd gladly link you to, however out forum is on the fritz at the moment. =/ I know one Team member was able to get MMM and v1.1b2 working together without any issues. Antistar has recently completed their WMK CP. Once we've got a final together, we'll all probably have a better idea of what will play nice together, but for now a filtered FO3Edit session would probably be the best indication. Most of the crucial overrides to Beth records are reiterated in our .esp's, so loading most anything between FOOK ESM's and esp's shouldn't break FOOK, but FOOK might break them. It just depends on the mod.
That's a lot of ammo! :ooo: For the interim, I guess you could remove all that he should have, then ~RemoveAllItems and give him back his gear/save.Whatever is going on with that, we'll have to tend to while getting the final build together. Might end up hotfix'd sooner than later.


Thanks. I take it that every mod that makes an appearance in the Credits list is effectively integrated into FOOK2?
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rae.x
 
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Post » Tue May 17, 2011 2:07 pm

Thanks. I take it that every mod that makes an appearance in the Credits list is effectively integrated into FOOK2?
Bingo! :)
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Jessie
 
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Post » Tue May 17, 2011 1:55 am

Bingo! :)


Thanks. Quite a bit that hasn't been integrated (e.g. Alternate Start, and similar overhauls found in FWE). I guess the scope of FOOK2 is different. Hopefully the website comes back up soon so I can find this forum and see if mods like Alternate Start, etc. have made it onto FOOK2's compatibility lists.
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David Chambers
 
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Post » Tue May 17, 2011 4:00 pm

Thanks. Quite a bit that hasn't been integrated (e.g. Alternate Start, and similar overhauls found in FWE). I guess the scope of FOOK2 is different. Hopefully the website comes back up soon so I can find this forum and see if mods like Alternate Start, etc. have made it onto FOOK2's compatibility lists.
As of v1.1 beta 2, Alt start should be relatively compatible. Beta 1 made the FOOK menu conditional upon completion of CG02, but that check was cut out for alt starters' sake.

FOOK forum: Amen! Hopefully it's back up sooner than later so the Team can get to work on v1.1 final.
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Miranda Taylor
 
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Post » Tue May 17, 2011 1:39 am

This still works with Weapon Mod Kits, right?
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jeremey wisor
 
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Post » Tue May 17, 2011 12:33 pm

Thanks. I take it that every mod that makes an appearance in the Credits list is effectively integrated into FOOK2?

Bingo! :)


Just to clarify a minor point, as I understand it; though my http://www.fallout3nexus.com/downloads/file.php?id=10183 mod is listed in the credits update, it was not integrated wholesale into FOOK2 - just the mesh and a retex was used as a Talon Company outfit. That's correct, isn't it? I'm not sure what the case is with other mods in that list though (whether all or only parts of them were used).



This still works with Weapon Mod Kits, right?


If you grab the latest WMK-FOOK2 comp. patch (v1.0.4) from http://www.fallout3nexus.com/downloads/file.php?id=4968, then yes.
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Lily
 
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Post » Tue May 17, 2011 10:38 am

Hey I believe I've found a couple of follower related bugs.

1. Jericho is equipped with a Chinese Assault Rifle along with 5.56 ammo I'm not sure if this was intended.

2. Another Jericho one, I can't seem to use his in-combat menu. It works for K-9, Malcolm, and Cross. (The only companions I had gotten.) I also tried using the 1.1 esps and it worked then, so I'm guessing it has something to do with 1.1b2

3. I seem to be getting the ammo bug, but it's not as bad as before the most I've gotten is a little over 2000 shotgun shells. This has happened to Jericho with his 10mm ammo and 5.56 ammo and Malcolm with his .32 and shotguns ammo. I'm not quite sure when this is happening, but I believe it mostly happens after long firefights.

4. I have also seen Malcolm equip a minigun it was brief and he quickly switched back to a small gun, but thought I'd mention it.

Other than that everything seems to be going smoothly with companions.

Also question about raider power armor. Is it considered a power armor? It doesn't have the weight enchant and is in the normal armor box of the Q/A box.

That's about it everything else I've come across is flawless and awesome.
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Brentleah Jeffs
 
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Post » Tue May 17, 2011 4:15 pm

Nice changes.

I like the ammo emporium, though I was expecting his inventory to be a bit more in quantity. I've been running around with a WA8000 and haven't found hardly any .308 rounds for a few days.

But speaking of The Black Hole; what is with the guy who sells the random electronic components like LEDs and capacitors? Can I build computers? He has a flux capacitor too... CAN I BUILD A TIME TRAVELING DeLORIAN? :o

Also, is it a bug or a just a weird oddity because I updated without starting a new save that sometimes a Chinese Assault Rifle will have the name "Chinese Assault Rifle" while other times they will be "Norico 56 Type Assault Rifle" or whatever?
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Claire Vaux
 
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Post » Tue May 17, 2011 8:02 am

Nice changes.

I like the ammo emporium, though I was expecting his inventory to be a bit more in quantity. I've been running around with a WA8000 and haven't found hardly any .308 rounds for a few days.

But speaking of The Black Hole; what is with the guy who sells the random electronic components like LEDs and capacitors? Can I build computers? He has a flux capacitor too... CAN I BUILD A TIME TRAVELING DeLORIAN? :o

Also, is it a bug or a just a weird oddity because I updated without starting a new save that sometimes a Chinese Assault Rifle will have the name "Chinese Assault Rifle" while other times they will be "Norico 56 Type Assault Rifle" or whatever?

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Alexis Estrada
 
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Post » Tue May 17, 2011 6:17 am

Just to clarify a minor point, as I understand it; though my http://www.fallout3nexus.com/downloads/file.php?id=10183 mod is listed in the credits update, it was not integrated wholesale into FOOK2 - just the mesh and a retex was used as a Talon Company outfit. That's correct, isn't it? I'm not sure what the case is with other mods in that list though (whether all or only parts of them were used).
That might be one of few exceptions, then. I didn't personally merge that one or the vast majority of weapon/gear mods, but generally any constituent plugin is fully integrated that the standalone(s) won't be needed.
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lexy
 
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