[RELz] FOOK2 v1.1 Beta 2

Post » Tue May 17, 2011 3:56 am

Edit: NM - figured it out on my own. :twirl:
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Jonathan Windmon
 
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Post » Tue May 17, 2011 1:46 am

Spotted another minor bug. The 360 controller won't work whilst picking locks on new game.(works fine on old saves) I found a way round this though. Before picking your first lock set controls to keyboard, after pipboy instruction pop up on how to pick locks go back into settings and activate 360 controller works fine after that. Not so keen on K9, no voice overs and something retro like the robot horse in load screens would've looked more Fallout perhaps even four legged robo brain??
Anyways great Mod.
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Jarrett Willis
 
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Post » Tue May 17, 2011 2:57 am

just had another thought on K9. if you did use robo brain assests with smaller dog brain you could have him going about his buisness barking then spitting out dott matrix messages for dialog: 'Yep! Yep! Yep! another message from your trusty companion K9....' Hehe that would seem rather macabre perhaps his background story K9 was your Dad's beloved pet boarder colly canned after an unfortunate fishing accident!
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Charles Weber
 
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Post » Tue May 17, 2011 2:48 am

K-9 is intended to be a later-model version of the one from Fallout 2. That one had notable dialogue, it's own personality, was generally intelligent, and was unvoiced.

K-9's dialogue is at this point unfinished. In a completed form, K-9 is a smart ass. I am not sure if I'll go to the work to get all of the ideal dialogue written for K-9 as long as I don't have a voice actor lined up for him.

I would have K-9 voiced if the 'right' voice actor happened to be available. I'm set to be pretty picky on that so, it's possible that K-9's dialogue will remain as-is.

I was not intending to take K-9 far beyond what the Fallout 2 one was like, although I might make a ranged weapon available for it later in the game, but I'm undecided on that, there might be a different way to do what I want.
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Eduardo Rosas
 
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Post » Tue May 17, 2011 4:58 am

K-9 is intended to be a later-model version of the one from Fallout 2. That one had notable dialogue, it's own personality, was generally intelligent, and was unvoiced.

K-9's dialogue is at this point unfinished. In a completed form, K-9 is a smart ass. I am not sure if I'll go to the work to get all of the ideal dialogue written for K-9 as long as I don't have a voice actor lined up for him.

I would have K-9 voiced if the 'right' voice actor happened to be available. I'm set to be pretty picky on that so, it's possible that K-9's dialogue will remain as-is.

I was not intending to take K-9 far beyond what the Fallout 2 one was like, although I might make a ranged weapon available for it later in the game, but I'm undecided on that, there might be a different way to do what I want.


ahh. did'nt know k9 was part of fallout canon. smart ass cyborg dog eh? The theoretical physicist Steven Hawkins synthesized voice might work and no voice actor required.
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Ezekiel Macallister
 
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Post » Tue May 17, 2011 4:45 am

Maybe I should mention that using the console to complete Future Imperfect still doesn't allow me to open the options menu. Is there another work around?
http://www.mediafire.com/?o40xzoolujk which will make the menu unconditionally available. I'll look for a better way so alt/quick start won't be a problem with 1.1 final.
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rae.x
 
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Post » Tue May 17, 2011 5:48 am

ahh. did'nt know k9 was part of fallout canon. smart ass cyborg dog eh? The theoretical physicist Steven Hawkins synthesized voice might work and no voice actor required.


I pictured K-9 as sounding like... hm its like... well,

Stephen Russell is the voice actor who did the Mr. Gutsy/Mr. Handy robots for Fallout 3. http://www.imdb.com/name/nm1592197/ . The K-9 I hear in my head sounds like that, but being articulated with a low-key, smooth-talking, and occasionally sardonic tone. It wouldn't necessarily have to have a machine-like ring to it through the sound work (although I could add one with my software if I wanted it).

When done right and if backed up by a voice actor I liked, K-9 would have more dialogue than he does now. He would not come off 100% advlt. He'd somewhat remind you of the little brother who hangs out with you, but makes fun of you (and sometimes others) when he gets the opportuity. And at the same time, he is a CyberDog who, specifically, likes to bite things. Biting is fun! (that could be one of his combat taunts).
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Lizzie
 
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Post » Tue May 17, 2011 3:26 am

An irritating issue, whenever I equip an item mapped to addon slot 3 it unequips and brings up the melee lock on menu, I hope there's a fix for this.
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WYatt REed
 
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Post » Tue May 17, 2011 1:18 am

http://www.mediafire.com/?o40xzoolujk which will make the menu unconditionally available. I'll look for a better way so alt/quick start won't be a problem with 1.1 final.


Thanks.
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Paula Rose
 
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Post » Tue May 17, 2011 11:23 am

Does this work with FWE/WKM/MMM with FOIP?
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Far'ed K.G.h.m
 
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Post » Tue May 17, 2011 3:58 am

An irritating issue, whenever I equip an item mapped to addon slot 3 it unequips and brings up the melee lock on menu, I hope there's a fix for this.
You could untick the body part flag in FO3Edit. The ensuing error reported by FO3Edit/GECK can be ignored.
Thanks.
NP :)
Does this work with FWE/WKM/MMM with FOIP?
Not yet. One of the Team members has been playing with MMM and has had no problems though.
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The Time Car
 
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Post » Tue May 17, 2011 7:44 am

How exactly does that issue occur though? Would it not be easier to cut it off at the source.

Also I'm wondering if you have an estimate on the time until all the compatibility patches are released. I'm currently running the latest version of FOOK2 with the latest of FWE, WMK, and MMM. I've updated all the patches possible and using the old patches my game is stable. Though I doubt it will stay for long as my saves always see to get corrupted earlier than anyone else's. The only issues so far are that I've had to open F)3Edit a few times to fix guns missing firing sounds.

EDIT:

There's also a few texture path errors but I've only noticed two so far. The only big thing is that explosive breach is broken (atleast I think, the projected chances in the menu are all 0) but I never use it anyway.
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Casey
 
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Post » Tue May 17, 2011 9:38 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).
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Vera Maslar
 
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Post » Tue May 17, 2011 4:59 am

How exactly does that issue occur though? Would it not be easier to cut it off at the source.
Yes and no. The motivation to add a biped slot to the token was to eliminate the editor warning. Note that you can open up FOOK2 - Main.ESM in the GECK without a single 'ding'. Everything in FOOK is set up to not compete for body part slots. While the token(s) don't need a flag checked to work, cummulatively they create a lot of editor warnings which makes it tougher to spot errors from future merged/edited stuff. If, however, it seems like that makes for too many problems, we could look into an alternative method.
Also I'm wondering if you have an estimate on the time until all the compatibility patches are released. I'm currently running the latest version of FOOK2 with the latest of FWE, WMK, and MMM. I've updated all the patches possible and using the old patches my game is stable. Though I doubt it will stay for long as my saves always see to get corrupted earlier than anyone else's. The only issues so far are that I've had to open F)3Edit a few times to fix guns missing firing sounds.
Not sure about when CP's would be ready. Using old CP's is bound to cause problems as a lot has changed since v1.0, so I'd suggest going without until new ones are made.
EDIT:
There's also a few texture path errors but I've only noticed two so far. The only big thing is that explosive breach is broken (atleast I think, the projected chances in the menu are all 0) but I never use it anyway.
Chances are, we've already tended to the beta texture issues, but which ones did you find filepath errors in? (so we can make sure they're fixed for everyone)

For the time being, I guess disable Explosive Breach in the FOOK menu. It'll soon be fixed and could then be turned back on.
**************************************************
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).
Freeze: Load order? Can you link your freezing save for me to check out?
TL Exit: I just fixed that yesterday and it will be included in the next hotfix set (replacement plugins)
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Brandon Wilson
 
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Post » Tue May 17, 2011 2:07 pm

The ones I've noticed so far are....

Textures:
Caranage Hawk Armour
Blue Combat Helmet

Sounds:
Any gun starting with AK

I've patched them all up myself in Fo3 edit: As soon as all the CPs are out I'll start a new game, this one has actually been more stable than usual thus far.
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Crystal Clarke
 
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Post » Tue May 17, 2011 3:40 pm

The ones I've noticed so far are....

Textures:
Caranage Hawk Armour
Blue Combat Helmet

Sounds:
Any gun starting with AK

I've patched them all up myself in Fo3 edit: As soon as all the CPs are out I'll start a new game, this one has actually been more stable than usual thus far.
Thanks. :) We'll be sure to fix those up with the next beta plugin set.
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Nicole Kraus
 
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Post » Tue May 17, 2011 1:16 pm

Well actually I think they're more issues with FWE-FOOK Merger, unless of course you've checked in FOOK.
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SiLa
 
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Post » Tue May 17, 2011 2:15 am

So, I'm installing FOOK first time ever. AFter I install 1.0 package, Do i just put those 1.1 files over the old ones which I just installed and I'm good to go? I'm going to continue my newly built character, does it work without any problems after I install FOOK? I didn't quite get the installation advice, which was in the first page in this thread.
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Romy Welsch
 
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Post » Tue May 17, 2011 2:55 am

Found out what those meshed up texture were, it's the fact that (at least I assume) you made new meshes and replaced the useage of texture sets for some simple retext items. I'll fix them up in FO3 edit myself until an the new CP's are out.
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luis ortiz
 
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Post » Tue May 17, 2011 10:35 am

So, I'm installing FOOK first time ever. AFter I install 1.0 package, Do i just put those 1.1 files over the old ones which I just installed and I'm good to go? I'm going to continue my newly built character, does it work without any problems after I install FOOK? I didn't quite get the installation advice, which was in the first page in this thread.
Yup, but before adding the 1.1 stuff, be absolutley sure you delete every single v1.0 FOOK related ESM/esp so all of the old plugins are out of the way. It should work fine installed on a pre-existing character too. :)
Found out what those meshed up texture were, it's the fact that (at least I assume) you made new meshes and replaced the useage of texture sets for some simple retext items. I'll fix them up in FO3 edit myself until an the new CP's are out.
Might be. If there are other mods involved though, I can't say for sure. I know our next hotfix plugins fix a bunch of models and trextures thoug, so all the kinks are getting worked out as time goes by.
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Hella Beast
 
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Post » Tue May 17, 2011 12:13 pm

Hmm, I crashed during levelup in the GNR building. I also noticed that one guy's armor in the same building causes severe lag.

Load order:

Fallout3.esm
Anchorage.esm
BrokenSteel.esm
ThePitt.esm
PointLookout.esm
Zeta.esm
CALIBR.ESM
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
DarNifiedUIF3.esp

Total active plugins: 12
Total plugins: 17
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Matthew Barrows
 
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Post » Tue May 17, 2011 3:09 am

Hmm, I crashed during levelup in the GNR building. I also noticed that one guy's armor in the same building causes severe lag.


Was that Knight-Captain Colvin or Calvin - something like that. When close to him - my FPS would drop way down and his lips would be moving in slow motion. It would get worse the closer I got and get better as I backed away.
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Mashystar
 
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Post » Tue May 17, 2011 3:41 am

Might be. If there are other mods involved though, I can't say for sure. I know our next hotfix plugins fix a bunch of models and trextures thoug, so all the kinks are getting worked out as time goes by.


Ya I'm in no way blaming you or your crew, it's likely since I using such a hack-dash load order of old CPs.
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keri seymour
 
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Post » Tue May 17, 2011 9:08 am

Was that Knight-Captain Colvin or Calvin - something like that. When close to him - my FPS would drop way down and his lips would be moving in slow motion. It would get worse the closer I got and get better as I backed away.


Yes, I think that was the guy.
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Beulah Bell
 
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Post » Tue May 17, 2011 6:29 am

Colvin's armor: Hmmm... FOSE's installed? If so, can you try disabling PABD from the FOOK menu and see if the lag still happens? If the lag only happens when he's in your crosshair it's probably PABD and fixable with a script edit, but that .DDS migh just not be mipmap'd or something.
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Siobhan Wallis-McRobert
 
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