[RELz] FOOK2 v1.1 Beta 2

Post » Tue May 17, 2011 4:23 am

http://www.fookunity.com/fook2/
http://www.fookunity.com/forum/showthread.php?t=4212 | http://www.gamesas.com/index.php?/topic/1050796-relz-fallout-3-overhauk-kit-fook2-rc-v10-%231/
http://www.fookunity.com/forum/showthread.php?t=4307 (load after all other FOOK plugins)


Current http://www.fallout3nexus.com/downloads/file.php?id=4968 compatibility patches:
  • FOOK2 v1.1b2 + WMK (By Antistar)


It's finally here and ready! Although we had initially planned on releasing the next FOOK iteration as a mere patch for v1.0, we kept finding things to fix a new stuff to add. With the major v1.0 issues covered by the hotfixes, we found ourselves with some time and were afforded the opportunity to make v1.1 something more than just a content patch. We opted to further utilize the FOOK menu to enable/disable/configure different aspects of the project in hopes of making it more flexible for users while still allowing the project to grow and offer more features. Well, that took a lot longer to accomplish than expected, but it turned out for the better as we've since fully integrated numerous amazing mods. v1.1's plugins are roughly four times as massive, jam packed with all sorts of fun, much of it undocumented. We're confident, despite FOOK's growth spurt, that v1.1 will prove to be sturdier building block for an enhanced Fallout 3 than v1.0 could have ever been. The FOOK Team, comprised of members from all around the world, has been avidly collaborating to bring you the best FOOK possible. We realize, however, that v1.1 betas are likely to have some unforeseen issues considering the sheer volume of new material added, so please report anything at all that seems strange, bugged, or unfinished (if not already resolved/addressed) in our http://www.fookunity.com/forum/forumdisplay.php?f=104 board. We are aware of certain issues which might arise and will have them resolved before long, so please see our http://www.fookunity.com/forum/showthread.php?t=3596 list before reporting any bugs. See also: http://www.fookunity.com/forum/showthread.php?t=1009.

Update: Beta 2 is now available. If you have FOOK2 v1.1 Beta installed, please update to Beta 2 plugins and be sure to grab the updated resources also available on http://www.fookunity.com/fook2/. In all instances, when asked if you'd like to overwrite pre-existing files, click yes. While we've covered almost every bug reported from Beta 1, there are still bound to be a few issues considering the sheer size of the mod. After one more beta round and gathering feedback from users, we'll wrap it up and call 1.1 final, but only when it's near immaculate.

Suggested load order with DLC:
    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

Suggested load order without DLC:
    Fallout3.ESM
    CALIBR.ESM
    FOOK2 - Main.ESM

    [other mods here]
    FOOK2 - Main.esp

  • 1.1 Installation
    • It is advised to use a clean install and a new game but you can just install 1.1 Beta(s) (consectutively) over 1.0 and keep your save. Some things might not be right though, so cleaning your save as described below is advised if anything goes awry pertaining to v1.0 save data. FOOK2 v1.1 beta requires and a lot of the art from FOOK2 v1.0 RC's Installer which is available on the same page as the v1.1 Beta 2 contents.
      • If you have a clean slate:
        • Install v1.0 into a temp folder on your desktop or wherever you'll be able to keep track of it
        • After installing v1.0, Rename the temp folder, then uninstall the .exe (contents within folder will remain)
        • Discard all v1.0 plugins
        • Download both the Main File (plugins) and Data (art) archives and extract/drag/drop their contents over the v1.0 Data in that temp folder and everything you need will be ready to install normally.
        • FOOK2 v1.2 will either be packed in .bsa's or be distributed as a FOMOD.
      • Else
        • Just download the two needed packs and install them normally, selecting "Yes to all" when prompted to overwrite pre-existing files
      • EndIf
    • Discard [W4NK], FOOK2's EVE plugin, any and all v1.0 compatibility patches, and all the other FOOK2 v1.0 related plugins and hotfixes as they are now either merged into the main files or are obsolete.
    • v1.1 FOOK2 - [DIK] DLC Improvement Kit now requires a GOTY installation or all five DLC's. Small patches for individual DLC's will eventually be available such that the DIK plugins won't be an absolute must in the event, say, one only has Broken Steel, but not the rest. For the interim though, it's all or nothing when it comes to DLC support.
    • Be sure to remove any/all outdated compatibility patches. Outdated plugins may crash your game. In time, newer compatibility patches will be created, hopefully in collaborative efforts between/among The FOOK Team and other modders/mod teams.
    • Mojor additions to v1.1: EVE, Phalanx, Fellout, AMPUTATE!, Selected Containers Respawn (shared forms with FWE via injection into CALIBR.ESM), Melee Lock-On, Refurbish DLC, Streetlights. You must remove those mods from your load order before using 1.1.
    • If using the Unofficial Fallout 3 Patch, load its plugins before FOOK in all circumstances. If the official unofficial Broken Steel patch gives you any problems, try http://www.mediafire.com/?mnyy2mmznxu replacement. It also includes a work-around for the event mods have overwritten BrokenSteel.ESM's edits to Project Purity's exterior and botched Beth's one-time use of http://geck.gamesas.com/index.php/RemapWaterType, making for irradiated water where/when it shouldn't be so. To initialize the fix, temporarily load it dead last and ~StartQuest RemapWaterTypeQUST if you use FOSE or ~StartQuest XX000EC5 where XX is indicative of the load index of the plugin (easily discernable in http://www.fallout3nexus.com/downloads/file.php?id=640). After doing so, save, then move the plugin back up top and the water should be as Beth intended.
    • Destruction mod: As some of its plugins require [W4NK] as a master and we've since merged it into FOOK2 - Main.ESM, it will potentially prevent the game from loading depending upon the plugin. The best solution is probably to remove Destruction until a proper update is made to the mod.
    • Imperative if you don't want to create a new character: Remove v1.0 FOOK2 & DIK from your load order, save, then wait with said save in an empty cell for four game days. Afterward, activate FOOK2 1.1. Check the credits for other incompatibles that may happen with 1.1. If you lose any FOOK goodies in the process, you can hook yourself up by visiting the QA containers, located either upon a shelf outside vault 101 and enabled/disabled through the menu, or by accessing them individually from within the menu (details below).
    • Remove anything of value from the Amata, Brianna, Lucy West, and Colonel Autumn before uninstalling 1.0 plugins and updating to v1.1. They are removed from the mod. The Brianna and Lucy West should be generally usable by loading the original mod. Amata and Colonel Autumn will break the other followers dialogue if they are loaded, however.
    • Follower overhaul mods:
      • Such mods are not likely to play nice with FOOK
      • Phalanx has been fully integrated in v1.1
      • Other mods which make modifications to vanilla followers may make the follower(s) not obey commands. If this happens, the author making a FOOK-specific version of the mod (when FOOK it is out of beta) should rectify this.
      • Some mods which add followers will break Malcolm, Deisha, and K-9, and mess up the dialogue for the other followers. This indicates a design problem with the other mod, if this happens.
    • Recommended: http://static.gamesas.com/fo3/patch/1.7/Fallout3_1.7_English_US.exe, http://fose.silverlock.org/, and http://www.fallout3nexus.com/downloads/file.php?id=640
  • FOOK2 1.1 Features
    • Bug fixing: All the hotfixes released for FOOK2 1.0 are integrated, and most bugs reported on our forums are also fixed. The dreaded leveling freeze bug should have been squashed. (take THAT, Mr. Freeze!) DLCs are all supported and almost everything should work flawlessly provided everything has been installed correctly.
    • A lot of suggestions about balance has been heard, and even if we can't list everything, here are some examples : Tri-Beam Laser Rifles are back on Super Mutant Overlords, Big Guns ammunitions cost less caps. Greater variety of items and outfits. You should be able to find more 2mm ECs.
    • Overhaul of almost all factions about armors. Many new awesome armors, and besides rare exceptions, all armors should now work perfectly, have right dismemberment / VATs settings, and look good.
    • Last version of Phalanx included. That mean Followers will now be useful, skilled, more interesting and perfectly integrated.
    • Last version of EVE included. A lot of new graphics for Energy Weapons.
    • DLC Refurbished mod included. Now you won't be spammed by annoying pop-ups each time you leave Vault 101. DLCs quests will be found much more smoothly.
    • Fellout and various other Wasteland light mods added. Nights will be scarier than ever.
    • Melee Lock-On Mod added: Who's a man and a half? I'm a man and a half! Berserker packin' man and a half! There's nothing wrong with you that I can't fix ... with my hands!
    • Many new perks and perk tweaks. Some perks edited to be low-level friendly (Child at Heart can be taken at lvl 2, all the +skills perks can be taken at lvl 2, Size Matters up Energy Guns and Big Gun skills). Cyborg has been edited to make robots neutral with you instead of giving you +Energy guns skills
    • FPS style Grenade Hotkey mod integrated !
    • All City gates will now open / close themselves if you are going in / out!
    • Every scripts from the game and its DLCs now compile. GOTY edition ready!
    • Whole new option menu : customize almost everything from FOOK! Unlimited Night Vision ? No Broken Power Armors ? Colors in Tranquility Lane? There's no plugins anymore, because everything is handled from here!
    • FOOK 1.1 is the result of many months, and too many hours of work to count. Therefore, there's so many tweaks, undocumented changes and other optimizations that you should rather play the game than read this!
  • Patch Notes
    • Major revamp of the BoS & Outcast Factions
    • Now Combat Armor Sets will always match (Combat Armor will go with Combat Helmet, Combat Armor Mk II will go with Combat Helmet Mk II or Crusader Helmet) and leave possibility for a beret (color is linked to rank of soldier !).
    • Power Armored Troops will now have the possibility to wear T-47 Power Helmets at higher levels.
    • Power Armored Troops will use a mix of high-tech Melee Weapons, Big Guns, Energy Weapons and a few Small Guns (no more Sniper Rifles and Sub Machine Guns).
    • Combat Armored Troops will use a mix of Small Guns (including Sniper Rifles and Sub Machine Guns), Energy Weapons and a few Machine Guns. Bozar added to Sniper Rifle loot lists.
    • Outcast Faction : Mirror the BoS changes. As they are a bit more tech-savvy and more secluded, they have a bit more Power Armors, Energy Weapons, and less accessories.
    • Turrets overhauled : they will now be deadlier, and will level up as every other creatures classes. They'll sneak as default behavior, so turrets you suddenly activate will surprise NPC's.
    • Your Megaton House sink will now heal as much as the other sinks of the town.
    • SPAM made optional: The first CGTutorial message is now a messagebox which allows the user to block all the rest.
    • All ingestibles (separate from med weight option) can be set to have weight or not including DLC foods.
    • New Grenade Launcher weapon!
    • Medic Power Armors fixed.
    • Shorted some ridiculously long messages (like crafting messages).
    • You may now loot axes from Firehose box! We may have to reduce the luck of finding them though. Something like 90 of chance none?
    • Made a Bag of Holding 'God' container for the cheat menu '='
    • Removed the former Object Effects abbreviations.
    • Slight edit to the Reilly's Ranger quest, now you'll be able to ask for a Ranger Battle Helmet with the Armor.
    • Contract Killer perk edited to mirror the quests we made around the Lawbringer one. You'll now be able to join them by doing a quest available only if Very Evil karma.
    • P-SA2 Plasma Pistol becomes MPL-P2 Plasma Pistol, PM-A4 Plasma Rifle becomes MPL-R4 Plasma Rifle, P-HA9 Plasma Gatling becomes MPL-M7 Plasma Gatling -> they now follows the Mothership Zeta's "MPLX" name. It stands for Military Plasma Experimental. Now it's Military Plasma
    • The HairFemaleCherry haircut was before non-playable, it is now under, the name of Cherry Taste.
    • Upgraded the Economics of Violence subquest to upgrade Pronto's Inventory with almost any 545mm assault rifle
    • The Compact XM8 and variants and the HK G-11 K1 don't use their scopes anymore and can be used as Close-quarter combat weapons.
    • Bos & Outcast Combat Armors now have faction decals
    • Higher Level of Super Mutants should be more skilled with their weapons.
    • 12.7mm DU ammunitions back to vanilla 5mm ammunitions. All weapons checked to use right projectile / shell casing.
    • Someone fast traveling to Dupont Station wont fall under the walls anymore.
    • Roy Phillips is now tagged as Evil.
    • Arsonist perk will now only work with flame-based weapons.
    • M1918 BAR, RPK-74, Achilles Heavy Assault Rifle & Armalite DKS-402 Sniper Rifle are now correctly Big Guns
    • Benelli M4 Super 90 & variants are using the right animations
    • Nerfed some Object Effects to be closer to vanilla.
    • Changed the way raider armors work. Now there's an Heavy armor list and a normal armor list. The higher the level, the higher the chance of a Heavy armor (including Raider Metal / Throwdown and three new armors, including the dreaded Raider Power Armor!)
    • The Paradise Lost will now be correctly be called Dante's Inferno
    • The vanilla Assault Rifle wont be overridden anymore by FOOK2 GK G3A3. The G3A3 will now be a new weapon, and will replace every Assault Rifle (now known as R91 Assault Rifles) in the world. But you can still find the (updated) vanilla Assault Rifle in the QA boxes. The same can be said for the Chinese Assault Rifle / Norinco Type 56.
    • Checked ALL notes and terminals of the game, including DLCs, to make sure they are placed and / or used somewhere. That means new notes in Fort Constantine, Underworld, the Citadel - Lab Area, near the Pitt Power Plant, in Old Olney Powerworks, in Mama Dolce's, Vault 108,and more. All notes from F3, DLCs and FOOK can also be found in the new [Notes] QA box.
    • GOAT updated to be much more interesting! New messages are clearer on the Skill they represent, the new script now make really sure you Tag the skills you want, and you're also awarded perks as rewards! Oh my!
    • Regulators now have a slight chance to spawn with a backpack. Pronto may also sell bag packs if you upgraded his stuff.
    • All the AK-47 / Norinco Type 56 variants now use the vanilla Chinese Assault Rifle sounds, a lot easier on the ears.
    • Reduced heavily the chance of founding child's toys in Gorebags.
    • Regulators rebalanced to be more skilled and have more Hit Points than Talon Company Mercs, compensating for their lower-quality armors.
    • Enclave Officers rebalanced and fixed to wear a variety of outfits while keeping their Officer style.
    • All civilized human factions should now try to protect Traders.
    • Many old FOOK food can now be found all over the world!
    • Added the Perforator grenades to the Explosives box
    • Included a new Gas Station texture which remove any Oil reference.
    • FOOK QA containers upgraded. Now include a Note container for lore-nuts!
    • Timed explosives are back!
    • Uploaded Loading Screens and Skill descriptions for FOOK.
    • Updated or removed a lot of records related to NPCs to make the mod more compatible with MMM and Project Beauty.
    • Changed the two MegatonSteamIdleMarker in Megaton to have the water leaks as enable parents, so if you fix the leaks, people will stop to stare at it.
    • The Brass Lantern and the Stahl family has been upgraded to be more coherent with their setting (the computer will react differently if you cure Leo, etc). Try to find the crumpled note!
    • Several Broken Steel monsters nerfed. But Albino Scorpions are now bigger!
    • Super Mutant Overlords should have a much more potent selection of weapons, while still being random and varied.
    • Fixed a bug which had the slaves not talking anymore after some point in the Pitt.
    • Ammo Press edited to support 25mm HE ammunitions. Be careful, they require a lot of materials.
    • Several Broken Steel monsters nerfed. But Albino Scorpions are now bigger!
    • Balanced the Zeta Alien shields a bit better : they'll be stronger at low level, and less strong at higher levels.
    • Swing for the Fences will now buff any Melee weapon damages rather than only axes
  • FOOK2 Beta 2 Bugfixes:
    • Quests karma gain / loss were unchanged excepted for some exceptions listed here, and they still are the main way to lose or win karma.
    • It's much easier to lose karma than to win some (-50 for killing innocents, +25 for killing Evils). People wanting Good Karma will have to resist if they dont want to succumb to the vices of the Wasteland.
    • Karma Tresholds are still the same (-750, -250, 250 and 750), with limits at -1000 and 1000, so that way it's compatible with mostly every mods and Broken Steel.
    • You'll just win / lose way fewer Karma for doing things out of quests (losing less karma for killing, winning less karma for giving water ...). You wont end up Evil if you're not actively working for it and you'll be Neutral more easily.
    • You now gain / loss 75 karma for helping or insulting Amata in Vault 101
    • You will now lose karma for eating, killing or executing a Super Mutant / Raider Captive
    • You will now lose less karma for Enslaving bad people
    • You will now gain twice the karma if you give the Amorous Attire to Ronald Laren without asking for money
    • Killing Alien Workers in Zeta won't reduce your karma. Seriously. It wont raise it either, though.
    • You need lvl 7 and Very Good / Very Evil Karma to be offered a chance to rejoin the Regulators / Contract Killers.
    • Most of the melee weapons were rebalanced! More factions will use melee weapons now, and at different levels!
    • You're now able to come back to the Anchorage simulation! (although you don't get to repeat it (yet), it's just for sightseeing).
    • Removed the unlocked Fallout 3 haircut (Cherry Taste) from the vanilla races to bring back FOOK compatibility with beauty mods (looked good on paper)
    • Medic Power Armors fixed by JustinOther
    • Many fixes (CTDs, Fast Travel, Explosive Entry, NVGs, etc) by JustinOther
    • Fixed a skeleton in Georgetown, behind the McClellan Family House
    • Fixed many weapons placement / healths in the world
    • Added a bit of variety on big revolvers (checked whole Fallout 3 + DLCs esms to replace some .44 Magnum with other revolvers)
    • Removed the extra Gene Projector in the Memorial Sub-basemant in the Broken version of Projet Purity (was already done for vanilla).
    • Bring vanilla icons back for Darts, Mini Nukes and 5mm bullets
    • Tweaked Projectiles of all Small Guns to Pass Throught Small Transparent surfaces and to use the xCALIBR range / Speed / impact force data.
    • Corrected Candy Keller diary and the Vault 87 Overseer Scouting Report
    • New item "Acme™ Firearm Identifier" is being distributed for free throughout the Wasteland wherever supplies and weapons are sold. It is a small, handheld weapon database which was in common use Pre-War on the East Coast. It recognizes important facts about weapons, including the ranges everyone (except maybe you) uses those weapons (IE: close quarters combat, mid-range, long/sniper range). Get yours off of someone's desk today!
    • New item "The Encyclopedia of Small Guns" can be purchased wherever you buy small arms. It is a pre-war book which has been reprinted and is now offered for sale. It has important details (such as max damage rating) and interesting facts about all of your favorite small guns. Big Guns and Energy Weapons Encyclopedias are coming soon!
    • Added a Winchester P94 Plasma Rifle in Mothership Zeta
    • Enclave Ammo boxes will have a very higher chance of spawning Enclave ammos (8mm DU, 5mm, 14mm ...) rather than russian ammunitions
    • Famas H3 renamed BRII Assault Rifle
    • Callahans Magnum fixed
    • Fabarm SDASS Tactical shotgun to Fabarm SDASS Tactical Shotgun
    • Updated the Contract Killer / Lawbringer loading screens
    • Two of the Anchorage Exhibition Animatronics are now female
    • Correct a handful of dialogs to say 5.56mm ammo rather than .556
    • Flame Weapons get their own repair lists
    • Implemented bleeding to the Axtinguisher
    • Night Vision added to Colossus, Cerberus, Crusader and Hei Gui Helmets.
    • Updated the various Bandana to use the higher-quality Headwraps textures
    • Removed a number of redundant, ugly or useless apparel items (Bandana Headband were just bandana ...) but also created a handful of new ones.
    • Fixed the twins Rivet City water Caravans Guards
    • Fixed the clipping Aqua Pura crate in the Citadel
    • Fixed the DLC04 vases being away from their paintjob
    • Fixed Captain Mustang not having a ghoulish voice
    • Fixed the Enclave GPS Terminals not adding Map Markers
    • Fixed two Vault 87 lockers disappearing (Room Marker being too short)
    • Added Missile Launcher to the "ExplodeGasTrapsOnHit" FormList, but not the Miss Launcher (which is some kind of weird grenade launcher)
    • Edited a bit RC guards, they'll have more SMGs at higher level and more pistols at low level
    • NVG with no FOSE fix'd. The various NVG - items can now be used without problems by you.
    • Fixed Explosive Entry 0% chance
    • Fixed the Enclave pylons around Jefferson Memorial appearing too early
    • Fixed the Enclave soldiers in Raven Rock
    • No more kamikaze / suicidal BoS Citadel guards
    • Edited the Spread of the Terrible Shotgun and the Protectron's Gaze weapons (Protectron's Gaze will now act as intended, as some kind of laser shotgun-pistol )
    • Deleted a doubled map marker at the Crash Site.
    • Fixed a bug with the Lawbringer quest - script was referencing the Contract Killer quest for the kicking stage
    • when Bob becomes the new President of the Republic of Dave, Dave's safe is now set as yours, as for the other candidate victory
    • Removed the FookWJSEnchLaserMed [ENCH:07E7E85C]effect from the Metal Blaster to try to make it easier for your PC hardware
    • Fix the reported purple loading screen
    • Fix Guy Montag's Axe with the proper mesh
    • Fix the new PL unique weapons to disappear properly when taken from the ground
    • Fix a vanilla bug :when you find Argyle, Herbert Dashwood wont act as if your stealing from his safe anymore
    • Two misspellings fixed in dialogs with Walter and Haley
    • Various fixes to Paladin Gunny, Paladin Glade and some BoS Scribes in the Citadel. Gunny and Glade wont whare the same AI packages anymore, and Gunny will now have his own bed / chair in the Great Hall.
    • Add a new NPC in the Citadel.
    • Fix the bugged Zeta Death Ray Cool stuff not exploding
    • You wont be able to scrap things at a workbench without buying a scrapper anymore (only be fixed on new saves)
    • Molotov Cocktails wont bug when put in people's pants anymore, but may now explode while being thrown
    • Fixed the Toughness bug description to use FOOK DR values
    • Slight edits to the Big Town regulators not to spawn just after being killed when entering a Big Town cell.
    • Removed CG03 check for menu access (it looked good on paper)
    • All EVE scripts with luck checks revised / should now render loot unconditionally in their ash/goo piles
    • Gun encyclopedias can now be found around the world
    • Doctors NPCs will have a lot of stimpaks and super stimpaks now
    • Fixed Dad falling through the bridge of Rivet City
    • Firestorm Cannon and Drone Cannons wont hide your backpack anymore.
    • Corrected the Impact Data set of Colonel Autumn's AEP7
    • Anchorage Norinco Type 56 wont be given with 556mm bullets anymore
    • Re-organized totally the SwampFolksWeapons FormList and their loot list to try to remove the animation bugs.
    • Rebalanced slightly the Cyborg perk by having higher requirements
    • Added a Hei Gui Stealth Helmet to the QA boxes.
    • Removed a Wazzer Wiffle in a Potomac boat.
    • Removed the 4 unarmed mines around Fort Bannister
    • Sid of Vault 87 wont be hostile to you if you picklock / hack his terminal, but beware the other ways to free him.
    • Fixed the disappearing ammos in Springvale School basemant and in the Talon Company truck near the Talon Outpost
    • Fixed the Aqua Pura trap crates appearing too early near Evergreen Mills
    • Fixed the Warthog reloading animations
    • Fixed the bugged security terminal in LOB Building
    • All destructible mines, grenades, projectiles and ammunitions are now much more resilient. The Gold Ribbon Grocers Rube Golberg machine should be fixed by that.
    • Rebalanced the Gas Trap / Harold Burning FormLists by removing or adding weapons.
    • Added a new room to the Rivet City Science Lab
    • Fixed the Patrick ghoul in Underworld to Patricia, fixed the Militia Leather Jacket name, changed a bit the Anchorage Reclamation laser pistol, fixed Initiate Jennings and Theo dead bodies, fixed the Embush Road map marker to Ambush Road.
    • Removed the EVE crit death from Operation:Anchorage laser weapons.
    • Fixed the Abandoned Tent leading to a strange Warp Zone.
    • Fixed the door into underworld, as it moved followers without doing a distance-based reality check.
    • Fixed Tranquility Lane crashs
    • Fixed the Megaton / Wasteland cell transition crashs.
    • Fixed the Anchorage Montgomery and ending bugs.
    • Citadel door opening prematurely fixed.
    • The Shocker wont explode gas trap on touch anymore
    • Dr Li missing from Rivet City fixed
    • Fixed Megaton gates
    • Fixed the dead raider in Springvale.
    • Pulse projectile fixed
    • Citadel Fast Travel Crash corrected
    • Corrected lot of FOOK notes
    • MZ Alien Disintegrator and Captain's Sidearm will use the correct Energy Weapons icons.
    • MZ Destabilizer should (hopefully) use the right animation. Captain's Sidearm damages will be properly reduced by Energy Resistance.
    • Corrected a slight Scrapper problem that could duplicate misc items.
    • Raised the Sight FOV of the HK XM8 Compacts, Spec Ops XM8 and HK G-11 K1 since they dont use scopes anymore.
    • Fixed Ol' Painless mesh.
    • Doc Li's bed will now be her rightful property.
    • Corrected a lot of unselectable perks to be selectable again.
    • Vaby Carriages and Mailbox traps wont require more than their Skill requirement to disarm anymore.
    • Naked BoS soldiers fixed.
    • Upgraded the Outcast Combat Armor textures to look better.
    • Raiders should attack Caravans agains. Also, Traders wont attack you anymore if you attack other human factions in front of them.
    • Thanks to AliceShade for fixing the Wattz 2000 and the Magneto laser pistol meshes! Smuggler's End and Wattz 2000 Laser Rifle models changed to use them.
    • Many missing DLC melee weapons added to the FOOK QA METAL BAWKSES.
    • Metal Helmet and Raider Metal Helmet will use different female meshes.
    • Various tweaks to Talon Company headgear to avoid clipping, invisible faces and hats going invisibles.
    • Upgraded the Advanced Power Armor + Helmet look.
    • You can now repair all Fields Jacket together.
    • Renamed a lot of weapons to follow this convention : (Faction, Pre-War, Color, Silenced, Scoped, Tactical, Ext. Clip). "Silenced N99 10mm Pistol" is now "N99 10mm Pistol (Silenced)".
    • Anchorage 10mm pistols and Type 56 rifle back to the Winterized look.
    • Changed the ammo box in Georgetown near the Barrett Rifle to a 14mm-only box.
    • All FOOK 1.1 armors related-issues should be fixed.That counts : Regulator Heavy Armor with invisible wrists and wrongly-held weapons, Talon Armors with invisible wrists, pipboy and 1st person clipping for a lot of armors, Field Jacket (Woodland) dismemberment ...
    • Fixed the two Madame's brothel double door bug.
    • Removed the two dog spawn points near the Cruz Estate / Regulator HQ.
    • Re-allowed Lockpicking on Xbox 360 gamepads
    • No more crash on headshotting Good guys with the Contract Killer perk.
    • In Taft Tunnel escape scene, Dr. Li and her followers should behave correctly more frequently (Dr. Li's forcegreet, etc)
    • Dad escort after Tranquility Lane, to Rivet City: You can now give Dad weapons and armor for your trip to Rivet City (he returns them later), and he does not leave you far behind any more.
    • Repaired Anchorage problem: The FOOK-introduced problem of Sgt. Montgomery having extreme slowness while following the player in certain early Anchorage scenes is resolved.
    1.1 Credit Update
    • http://www.fallout3nexus.com/downloads/file.php?id=1925 (By Tarrant & Others)
    • http://www.fallout3nexus.com/downloads/file.php?id=1925 (By Weijiesen)
    • http://www.fallout3nexus.com/downloads/file.php?id=2672 (By Hattix)
    • http://www.fallout3nexus.com/downloads/file.php?id=9767 (By Cipscis)
    • http://www.fallout3nexus.com/downloads/file.php?id=986 (By Cipscis)
    • http://www.fallout3nexus.com/downloads/file.php?id=8112 by (Kai Hohiro)
    • http://www.fallout3nexus.com/downloads/file.php?id=4709 (By Reneer)
    • http://www.fallout3nexus.com/downloads/file.php?id=4783 (By FritZ FretZ)
    • http://www.fallout3nexus.com/downloads/file.php?id=8871 (By Kanob(& Shadowborn))
    • http://www.fallout3nexus.com/downloads/file.php?id=9445 (By trent1542)
    • http://www.fallout3nexus.com/downloads/file.php?id=9694 (By hengebobs)
    • http://www.fallout3nexus.com/downloads/file.php?id=10494 (by lautasantenni)
    • http://www.fallout3nexus.com/downloads/file.php?id=9872 (by Angelsilhouette & Alexscorpion)
    • http://www.fallout3nexus.com/downloads/file.php?id=10800 (by Zion9876)
    • http://www.fallout3nexus.com/downloads/file.php?id=3660 (by Yoshikinakota)
    • http://www.fallout3nexus.com/downloads/file.php?id=7875 (by leapinglizard)
    • http://www.fallout3nexus.com/downloads/file.php?id=8968 (hackeysack)
    • http://www.fallout3nexus.com/downloads/file.php?id=8968 (by job)
    • http://www.fallout3nexus.com/downloads/file.php?id=2286 (by martyr777)
    • http://www.fallout3nexus.com/downloads/file.php?id=9080 (by Carcharodontosaurus)
    • http://www.fallout3nexus.com/downloads/file.php?id=6980 (by Andragorn)
    • http://www.fallout3nexus.com/downloads/file.php?id=5508 (by Zenith92)
    • http://www.fallout3nexus.com/downloads/file.php?id=10453 (by JackoO)
    • http://www.fallout3nexus.com/downloads/file.php?id=7448 (by sayouk)
    • http://www.fallout3nexus.com/downloads/file.php?id=3611 (by pennox)
    • http://www.fallout3nexus.com/downloads/file.php?id=7999 (by LightningRaptor)
    • http://www.fallout3nexus.com/downloads/file.php?id=10183 (by Antistar)
    • http://www.fallout3nexus.com/downloads/file.php?id=5424 (by sin7188)
    • http://www.fallout3nexus.com/downloads/file.php?id=6821 (by MR T CRACKA)
    • http://www.fallout3nexus.com/downloads/file.php?id=8069 (By SpeedyB64 and RW2112)
    • http://www.fallout3nexus.com/downloads/file.php?id=10045 (By willemjd)
    • http://www.fallout3nexus.com/downloads/file.php?id=8224 (by DaiShi)
    • http://www.fallout3nexus.com/downloads/file.php?id=10071 (by Wikinger_germ)
    • http://www.fallout3nexus.com/downloads/file.php?id=5717 (by tumbajamba)
    • http://www.fallout3nexus.com/downloads/file.php?id=9846 (by Sharpshooter178)
    • http://www.fookunity.com/forum/showthread.php?t=1998 (by Sunergy)
    • http://princessstomper.wordpress.com/2009/09/05/better-prompts/ (by princessstomper)
    • http://www.fookunity.com/forum/showthread.php?t=1705 (Lord Inquisitor)
    • Mutfruit plants, by d_ivanov : No link
    • http://www.fallout3nexus.com/downloads/file.php?id=8416 (By JustinOther)
    • http://www.fallout3nexus.com/downloads/file.php?id=2519 (By JustinOther)
  • Phalanx and FOOK 1.1

    FOLLOWERS CHANGES - - BETA/ALPHA RELEASE

    Followers are overhauled. In using the BETA/ALPHA, you are helping test them!

    Here is what to be aware of :

    • Do not use the game's console to set followers "essential". The game handles follower 'deaths' differently now, in a way which resembles 'essential'. If you force-set them essential from the game console, they will become broken after near-deaths.
    • There are 3 new followers. Malcolm is in Megaton. Deisha is in Rivet City during business hours. K-9 is a cybernetic dog standing around the side of Megaton's wall, to the right of Megaton's main gate.
    • All followers should function properly throughout Broken Steel + Point Lookout + The Pitt.
    • They no longer have limitless-ammo weapons upon hire, but they come with several weapons + substantial ammunition for them.
    • Dogmeat's default combat behavior is different, if you have him parked you should try him again.


    There are no limitations on how many followers you can have at once, and, their karma-hire restrictions are different :

    No karma restrictions: K-9, Charon, Jericho, Malcolm, RL3, Butch, Dogmeat
    Neutral or Positive karma for hire, re-hire at any karma: Deisha
    Negative karma for hire, re-hire at any karma: Clover
    Positive karma for hire and re-hire: Fawkes, Star Paladin Cross

    You can now see the skills that your follower has via "inspection" dialogue option. This is important because Followers can no longer use weapons that they do not have the correct skill for. For example, if a follower without Big Guns skill tries to use a Big Gun classified weapon, it gets moved into the follower's "Carried Stuff" inventory instead of being used for long.

    *************************************************
    * Distance-based weapon selection please read
    *************************************************

    Followers choose weapons for their fights based upon distance from the target. They perceive 3 ranges - sniper range (long), mid-range, and close. In a fight, if distance from the target changes, they switch among their weapons.

    Please report if you see anything like this:

    * If, after fights are completed, a followers' ammo amount seems to be drastically wrong, like DOUBLED or more, or an entire type of ammo is missing that you know should be there.
    * During a fight, if a follower seems to keep re-equipping his weapon for the duration of the fight instead of fighting, this is a malfunction, please report it.
    * Be aware that followers loot a lot, now. If there is some extra ammo but it is not 2x what you were expecting, it's probably not the condition I'm on the lookout for.

    -------------
    Notes for you on follower distance usage - what to expect -

    • SubMachineGuns = close
    • Some shotguns = close

    The close-range shotguns are:
    • Sawed-off Shotgun
    • Kneecapper
    • BM16
    • Ornate Unique
    • Striker
    • TOZ34
    • Remnington short barrel

    • Plasma Pistols = close
    • Flamers = close
    • Other shotguns = mid
    • Assault Rifles = mid
    • Machine Guns = mid
    • Plasma Rifles = mid
    • large-caliber pistols = mid
    • Gatling guns = mid
    • Heavy Incinerator = both mid and long
    • Hunting rifles/sniper rifles/laser rifles = long
    • Missile Launcher = ANYTIME! (but frequently long or mid)


    Weapons from most DLCs are not used in this system right now, although the Broken Steel weapon handing is partially there.

    -------------------------------------------------------------

    There is some new quest content you could test (not wholly follower-related):

    1. There is a new area that will become available at level 12 or afterward, visit Rivet City a few times to get the map marker to it.
    2. This area is mostly unused until after the Project Purity MQ is completed.
    3. Then, a quest line that is still in development comes available in this new area, starting with "Directed Action". Please be aware:
    • The combat difficulty of this quest is higher than average. If its TOO hard, please give feedback.
    • This quest is only about half implemented! Right now there is only one "path" to take through this quest, but in final there will be 2 or maybe 3. It's completely linear now.

    4. After "Directed Action" is complete, please gift yourself about 50,000 caps, and have Robert equip you and your followers with radio-enabled Pip Boys (console command: player.additem f 50000).
    5. Your new base's intercoms work.

    Known issues NOT to report:
    • In Point Lookout, after leaving the Sacred Bog after the hallucination scene, one too few followers may be standing with you (The follower should show up a bit later, or "Gary" near Megaton can retrieve it).
    • Shortly after combat, followers' equipped weapons will flicker briefly.
    • Followers who almost-die while in combat, and are lying on the ground, may have gruesome, exploded bodies as they lie there. This is a problem which will be repaired in final version.
    • Followers exit dialogue is "I need to go now" and the follower replies "Come back if you need something". Hopefully, this will be repaired in final version.
    • "Wristwatch" carried weapons (this is a cosmetic problem and does not affect follower function)
    • Followers now like to loot corpses and they are slow at it. They can stand over a corpse for as long as 20 seconds, staring at the thing. I may be able to speed this process up later, we'll see.
    • Followers who stim themselves tend to be slow at it, and the stimpack-animation is not always visible. They can appear to be standing there, locked up, but they are actually not. I may be able to speed this process up later, we'll see.
    • Followers frequently equip a Melee weapon while searching for an enemy, then switch to ranged when they find it.
    • Fawkes is now talented at unarmed combat, and uses fists frequently.
    • Vendors in "The Black Hole" are not finalized
    • Weapons from The Pitt, Point Lookout, and Zeta are not selected by followers based upon distance right now.
    • Follower issues with Anchorage and Zeta DLC. This BETA does not have follower compatibility for those 2 DLCs.
    Follower-related updates to Beta 2 - This information supercedes any Beta 1 follower notes -

    • Warning: ZETA DLC compatibility is still not complete. Dismiss or make wait all followers before doing this DLC or Zeta can break.
    • Anchorage DLC: Followers are now properly integrated. You can take them all the way into the Outcast base, and they wait next to the pod.
    • Distance-based and skill-requiring weapon selection by followers now includes DLC weapons. However, all followers love Alien Weapons regardless if they have Energy Weapons skill.
    • Occasional ammo malfunctions within followers' inventories has been addressed (such as ammo multiplication and certain ammo types morphing into different kinds). If this happens in your game, please report it!
    • The malfunction where a follower's carried-only inventory would accumulate a group of duped weapons should be resolved.
    • It is no longer possible to take Malcolm's ammo or weapons away from him if you have not yet reached level 5 (you can however give him stimpacks).
    • If you are lower than level 5, if you give Malcolm any weapons to use, it will cause him to give the weapon back to you as well as any extra ammo or armor you've passed to him. He figures you are a noob and should be the one using that stuff.
    • When not in combat, if you are lower than level 5, if Malcolm has looted any weapons off of enemy corpses, he will give you those weapons and any other extra ammo/gear he acquired.
    • Gruesome, deathlike dismemberment of Fawkes, K-9, and Dogmeat, when the follower has not actually "died" but is just unconscious, should no longer happen.
    • A rare possibility of followers who are near the player suddenly being teleported to Underworld's door for no good reason has been resolved.
    • The game now does an automatic test for follower-related mod conflicts each time you hire a follower that FOOK/Phalanx expects to control. It is a silent test if no failures are detected.
    • If you "fire" a follower from your team (this is different from "dismiss"), you are now warned via a message box beforehand that while in a "fired" state, they do not have "battle-hardened" type characteristics - and if they die while "fired" they do not go "disabled" but die permanently. It's always been this way in Phalanx, the only difference is that the player is now warned about it.
    • Most instances of "wristwatch weapons" after using load doors no longer happens to followers. It still happens to Fawkes, however.
  • Options
    FOSE Users: Press and hold the 'O' key to gain access to the main FOOK menu. '=' will still lead you right to the QA type stuff.
    No FOSE: You should at all times have a [FOOK Menu Hotkey] in your inventory at the bottom of your apparel section. It's not a quest item, so you can hotkey it if you like. Upon equipping it, the menu will be shown, granted minus a bunch of buttons as many of FOOK's features are FOSE dependent.
  • FOOK v1.1 Options Menu: Each list entry is a button. Underlined buttons lead to sub-menus
    • Set all options to FOOK2 Defaults
    • Nightvision Options
      • Enable nightvision on Power Helmets (Default)
      • Disable nightvision on Power Helmets
      • Bind a different nightvision hotkey (Default is 'N')
      • Toggle nightvision with a hotkey
      • Toggle nightvision with an inventory item (Nightvision Switch)
      • Use Alternate NVG Effects
      • Use Default NVG Effects
      • Nightvision charging options
        • Show charge status messages
        • Don't show charge status messages
        • Don't show charge status (HUD)
        • Show charge status in lower-right (HUD)
        • Show charge status in crosshair (HUD)
        • Disable audible low charge warning
        • Enable audible low charge warning
        • Charge Duration Options
          • One minute
          • Two minutes
          • Three minutes (Default)
          • Five minutes
          • Ten Minutes
          • Fifteen minutes
          • Twenty Minutes
          • Thirty minutes
          • Unlimited Charge
          • Back
        • Back
      • Back
    • Explosive Breach Options
      • Explosive Breach (Default Settings)
      • Disable Explosive Breach
      • Items CAN be destroyed
      • Items CANNOT be destroyed
      • Explosives CAN fail
      • Explosives CANNOT fail
      • Timers CAN malfunction
      • Timers CANNOT malfunction
      • More Explosive Breach Options
        • No penalty while in combat
        • 25% Penalty while in combat
        • 50% Penalty while in combat
        • 75% Penalty while in combat
        • 100% Penalty while in combat
        • Difficulty: Easy
        • Difficulty: Normal (Default)
        • Difficulty: Hard
        • Back
      • Back
    • Heavy Weapon Handicap Options
      • Enable Heavy Weapon Handicaps (Default)
      • Disable Heavy Weapon Handicaps
      • Enable running while heavy weapons are equipped
      • Disable running while heavy weapons are equipped (Default)
      • Back
    • FOSE Options
      • Reset Menu Hotkey (Default is 'O')
      • Disable Power Armor Battle Damage
      • Enable Power Armor Battle Damage (Default)
      • Melee Lock On
        • Enable Melee Lock On (Default)
        • Disable Melee Lock On
        • Remap Melee Lock On Hotkey (Default is 'C')
        • Back
      • Grenade Hotkey
        • Disable Grenade Hotkey Feature
        • Enable Grenade Hotkey Feature (Default)
        • Bind a new Grenade Throw Hotkey (Default is 'G')
        • Bind a new Grenade Toggle Hotkey (Default is 'H')
        • Define your attack key (Only required if your attack key is NOT LeftMouseButton!)
        • Back
      • Leveling Options
        • 100% XP (Default)
        • 75% XP
        • 66% XP
        • 50% XP
        • 33% XP
        • 25% XP
        • Scale quest XP to match preference
        • Don't scale quest XP
        • Set level bump base
          • Set Bump Base to 100
          • Set Bump Base to 150 (Default)
          • Set Bump Base to 200
          • Set Bump Base to 250
          • Set Bump Base to 300
          • Set Bump Base to 350
          • Set Bump Base to 400
          • Set Bump Base to 450
          • Set Bump Base to 500
          • Back
        • Back
      • Camera Settings
        • FOV 75 (FO3 Default)
        • FOV 80
        • FOV 85
        • FOV 90
        • FOV 95
        • Right positioned 3'rd person camera (Default)
        • Left positioned 3'rd person camera
        • Centered 3'rd person camera
        • Set to FO3 Defaults (Disable Feature)
        • Back
      • Blood Settings
        • None
        • Minimal
        • Normal (Default Fallout 3)
        • Increased (FOOK2 Default)
        • Bloodbath
        • Back
      • More FOSE Options
        • Weightless Meds (FO3 Default)
        • Weighted Meds (FOOK2 Default)
        • Fast Terminals (FOOK2 Default)
        • Slow Terminals (FO3 Default)
        • Enable Workbench Repair (Default)
        • Disable Workbench Repair
        • More FOSE Options
          • Enable No Repair in Combat (Default)
          • Disable No Repair in Combat
          • Back
          • Done (Exit Menu)
        • Back
      • Back
    • DLC Options
      • Operation: Anchorage
        • Force-Start Operation: Anchorage
        • Allow GNR in Anchorage Simulator
        • Disallow GNR in Anchorage Simulator
        • Allow Enclave radio in Anchorage Simulator
        • Disallow Enclave radio in Anchorage Simulator
        • Allow Agatha's Station in Anchorage Simulator
        • Disallow Agatha's Station in Anchorage Simulator
        • Back
      • The Pitt
        • Force-Start The Pitt
        • Allow GNR in The Pitt (Strong signal only)
        • Disallow GNR in The Pitt
        • Allow Enclave radio in The Pitt
        • Disallow Enclave radio in The Pitt
        • Allow Agatha's Station in The Pitt
        • Disallow Agatha's Station in The Pitt
        • Back
      • Broken Steel
        • Back (No options yet)
      • Point Lookout
        • Force-Start Point Lookout
        • Allow GNR in Point Lookout (Strong signal only)
        • Disallow GNR in Point Lookout
        • Allow Enclave radio in Point Lookout
        • Disallow Enclave radio in Point Lookout
        • Allow Agatha's Station in Point Lookout
        • Disallow Agatha's Station in Point Lookout
        • Back
      • Mothership Zeta
        • Force-Start Mothership Zeta
        • Allow GNR in Mothership Zeta
        • Disallow GNR in Mothership Zeta
        • Allow Enclave radio in Mothership Zeta
        • Disallow Enclave radio in Mothership Zeta
        • Allow Agatha's Station in Mothership Zeta
        • Disallow Agatha's Station in Mothership Zeta
        • Back
      • Back
    • MyFOOK2
      • Turn S.H.A.D.E. on
      • Turn S.H.A.D.E. off
      • Swap "[censored] Victims" with "Torture Victims"
      • Swap "Torture Victims" with "[censored] Victims"
      • Black and White Tranquility Lane (Fallout 3 Default)
      • Color Tranquility Lane (FOOK2 Default)
      • Back
    • Backpedaling Options
      • Enable Back Pedal Feature (Default)
      • Disable Back Pedal Feature
      • 75% Back Pedal Speed
      • 66% Back Pedal Speed
      • 50% Back Pedal Speed
      • 33% Back Pedal Speed
      • 25% Back Pedal Speed
      • Retain Agility While Back Pedaling
      • Lose Agility While Back Pedaling (Default)
      • Back
    • More FOOK2 Options
      • [W4NK] (World and Neighborhood Improvement Kit) Options
        • Enable [W4NK] Map Markers (Default)
        • Disable [censored] Map Markers
        • Enable [W4NK] Notes and Terminals (Default)
        • Disable [censored] Notes and Terminals
        • Enable 2,273 placed skeletons (Default)
        • Disable 2,273 placed skeletons
        • Back
      • Enable "Tools of the Trade" (Default)
      • Disable "Tools of the Trade"
      • Dialogue Disabling Options
        • Disable 'That's locked for a reason' Comments
        • Enable 'That's locked for a reason' Comments
        • Disable Pickpocket Comments
        • Enable Pickpocket Comments (Default)
        • Disable Clumsy Player Comments
        • Enable Clumsy Player Comments (Default)
        • Disable Comments when the player picks up objects
        • Enable Comments when the player picks up objects (Default)
        • More Dialogue Disabling Options
          • Enable Comments about standing on furniture
          • Disable Comments about standing on furniture
          • Back
        • Back
      • Add PipBoy Glove
      • Remove PipBoy Glove
      • Enable Street Lights (Default)
      • Disable Street Lights
      • QA Testing Menu
        • QA Testing Containers
          • Enable QA shelf outside Vault 101
          • Disable QA shelf outside Vault 101
          • [u]Weapons and Ammo[/u]
            • FOOK [SmallGuns]
            • FOOK [BigGuns]
            • FOOK [EnergyWeapons]
            • FOOK [Unarmed&Melee]
            • FOOK [Explosives]
            • FOOK [Ammo]
            • Back
          • [u]Apparel and Armor[/u]
            • FOOK [Apparel]
            • FOOK [Armor]
            • FOOK [PowerArmor]
            • Back
          • [u]Misc, Ingestibles, and Other[/u]
            • FOOK [Misc]
            • FOOK [Ingestibles]
            • FOOK2 [Notes]
            • Destroyed Power Armor
            • Back
          • Back
        • Access Bag of Holding (Cheat Container)
        • Back
      • Add/Remove Field Salvage Kit
      • Add/Remove Power Armor Training
      • Back
    • Done
  • Thanks
    • The FOOK Team would like to thank all of the various contributors to this huge, collaborative effort. Without its constituent mods, FOOK would never have grown into the DLC sized add-on it has become.
    • HUGE thanks to Elminster for FO3Edit, which without, this would simply not have been possible.
    • Thank you, Cipscis, for your wonderful mods and sage scripting advice as well as your http://www.cipscis.com/fallout/utilities/validator.aspx which was an indispensable tool throughout the creation and fine-tuning of all the scripts which needed endifectomies.
    • Thanks, Beth, for the game and GECK as well as this forum which fosters more fun and creativity than can be measured over the internets (> 9,000)

  • The FOOK Team
    • LinkesAuge: Lead Project Manager
    • Xporc: FOOK - Creative Director
    • Weijeisen: FOOK - Lead Visual Effects Artist
    • Shadowborn: FOOK - Senior Game Designer
    • Tarant (a.k.a. FO3Phalanx): FOOK - Kicker of Followers
    • Evhmovover: Concept Developer / QA
    • Atikabubu: Slayer of Spammers/Sound specialist/Load Screen designer/Texture artist
    • The 3rd Type: FOOK - Senior Graphic Design Artist
    • Lord Simpson: FOOK - Game Designer / QA
    • IAMELIPHAS - Game Designer / QA
    • JustinOther: FOOK - Lead Gameplay Engineer
  • FOOK - Beta Testers
    • BAN
    • Breton Warrior
    • Cpl_Facehugger
    • Evhmovover
    • Grandson of Sam
    • jethead
    • Kwikii1
    • Lord Inquisitor
    • Renorick
    • WangChangZhang


User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Tue May 17, 2011 8:03 am

glad to see it's finally up and running now. I just downloaded and saw a minor problem with weapon mod kits-FOOK esp preventing me from starting the game. not really a big problem, I just unchecked it and now i'm on my way.
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Tue May 17, 2011 4:37 pm

Thanks for the update, Fookers! Just reinstalled again to play with my favorite FO3 overhaul! :foodndrink:

One question: can the FOOK2-MMM compatability patch still be used?
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Tue May 17, 2011 12:25 am

One question: can the FOOK2-MMM compatability patch still be used?


I couldn't tell ya for sure, but, you should check the main post for that. I think all the details on the compatibility patches you need to know are there.

And all the details about everything else too.
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Tue May 17, 2011 4:46 am

I couldn't tell ya for sure, but, you should check the main post for that. I think all the details on the compatibility patches you need to know are there.

And all the details about everything else too.


Thanks, Tarrant. Not to much info as of yet, but that's understandable as it's a new release:

•Updated or removed a lot of records related to NPCs to make the mod more compatible with MMM and Project Beauty.


If there are no drastic changes to the way that the leveled lists are distributed, the patch will still work the same.

EDIT:

Just found this on the FOOK website, so I guess I'll leave out MMM for now:


Remember that this is an OPEN BETA, so some things will be unfinished, some bugs will be found, and that almost all of your compatibility patches will be messed up until their creators update them.

User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Tue May 17, 2011 4:38 pm

Until FOIP and other compatibility patches are updated, I will hold off on this. Still, I can't wait for it. Even though my first PC character is only level 4 (Played 200+ hours on Xbox though), I love what FOOK has done to the game. I can't wait to see more of it :)
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Tue May 17, 2011 2:40 pm

There is a bug related to followers that you hired in a prior savegame, and who died in that savegame, and then you load this BETA on top of it.. They will be resurrected in a way that was not intended and will probably not be usable due to issues with variables. In games like that, the follower-helper dude Gary who is outside of Megaton can straighten the follower out. Also I'm putting together a patch that will have this handling as it was intended to be.
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Tue May 17, 2011 2:30 am

Yeah I was right I installed it wrong. :(
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Tue May 17, 2011 8:48 am

I was going to wait until i've finished my current FOOK2 game, but after reading all the info on V1.1 I'm going to have to start a new game as soon as the download is finished. Fortunately I've found I love making patches for my game so hopefully I'll be able to use it with my current RI mods.
Thankyou hardly seems adequate for all the time everyone has put into this. And a big thankyou to Tarrent for allowing Phalanx to become a part of FOOK2. V1.1
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Tue May 17, 2011 3:52 am

Just installed the update and now the mouse doesn't work. Anyone else encounter this?
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Tue May 17, 2011 4:21 pm

Just installed the update and now the mouse doesn't work. Anyone else encounter this?


That happens to me if I load mods up in a way to where, a master .esp/esm that another mod needs is either missing, or, loaded so low that the needing-mod can't see it.
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Tue May 17, 2011 4:33 pm

Just installed the update and now the mouse doesn't work. Anyone else encounter this?


I'd hazard a guess at WMK. As the first post says, WMK is no longer compatible until Antistar releases his 1.1 CP (in the mixer as we speak), and I've seen this problem happen with WMK.

MMM patch should be fine, i've been running it with the internal version the entire time and I've had no major problems and no problems that I could see, so you should be okay. I'll go through it with a comb in FO3Edit just to check later, but I wouldn't hold out on using it unless one of us gives you information to the contrary. This is one of the only (if not the only) CP that can still be used with 1.1.
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Tue May 17, 2011 4:28 pm

To a big and long-awaited release, congrats! You guys have been busy for sure :)
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Tue May 17, 2011 3:04 am

I'd hazard a guess at WMK. As the first post says, WMK is no longer compatible until Antistar releases his 1.1 CP (in the mixer as we speak), and I've seen this problem happen with WMK.

MMM patch should be fine, i've been running it with the internal version the entire time and I've had no major problems and no problems that I could see, so you should be okay. I'll go through it with a comb in FO3Edit just to check later, but I wouldn't hold out on using it unless one of us gives you information to the contrary. This is one of the only (if not the only) CP that can still be used with 1.1.

thanks for the reply. I guess I'll wait for Anistar . Thanks SD!
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alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Tue May 17, 2011 5:00 am

Congrats and thanks!

Arrrg tho!! It took a couple of days to go through all the weapons and make my own FWE/FOOK2 weapons performance patch.... Don't look forward to that chore again! lol. Think I'll have to hold off til all the various other mods do there compatibility patches, WMK, MMM etc etc. Will definitely be adding Fook2 1.1 when the time comes though.

:goodjob:


Cheers
-kwm


edit - yes, gotta agree, I'd much prefer Fellout as a separate plugin, please consider it.
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Khamaji Taylor
 
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Joined: Sun Jul 29, 2007 6:15 am

Post » Tue May 17, 2011 9:15 am

Yeah thanks for nothing,CTD about every 5 minutes. I did a clean install of everything Fallout,FOSE, and FOOK2,Now it crashes about every 5 min and this is the only mod i have installed.I followed the instructions and have load order correct. I have a P4 pross 4.0 GIG a 1 GIG ati HD video card 4GIGs DDR3 ram 550 watt power supply,All current updates and patches for fallout and windows. I even tried lowing the graphics and it still CTD.Any suggestions.If this is what we get for updating then i'll return to vannila fo3 and install FWE!
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Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Tue May 17, 2011 11:07 am

Yeah thanks for nothing,CTD about every 5 minutes. I did a clean install of everything Fallout,FOSE, and FOOK2,Now it crashes about every 5 min and this is the only mod i have installed.I followed the instructions and have load order correct. I have a P4 pross 4.0 GIG a 1 GIG ati HD video card 4GIGs DDR3 ram 550 watt power supply,All current updates and patches for fallout and windows. I even tried lowing the graphics and it still CTD.Any suggestions.If this is what we get for updating then i'll return to vannila fo3 and install FWE!


The tone in this one seems mean-spirited.

..especially in regard to something which was only released as a BETA about 24 short hours ago. Released as a BETA, meaning, the developers are asking for testing help (as opposed with the developers asking for mean and unhelpful comments).

I'm not really a FOOK developer, I'm here to do followers. But after reading your post, I am glad I mod primarily for myself.

CTDs svck and everybody knows that mkay and everyone hates them. All you had to do was say that it was happening.

And I guess that's all I have to say on that.
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Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Tue May 17, 2011 2:16 pm

The tone in this one seems mean-spirited.

I bow to the master of understatements :bowdown:

:P


And a congrats to the FOOK team :goodjob:



-------------------------------------------------------------------------------------------------
Acky like da bigguns :D
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Marguerite Dabrin
 
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Joined: Tue Mar 20, 2007 11:33 am

Post » Tue May 17, 2011 1:59 pm

I'll try to be as clear as possible here, everything seemed to go just fine with my install of 1.1 and did fine in Point lookout (I was there when I installed it.) wake up this morning a fire up the game as happy as can be, then the crashes/freezing began when going to Tenpenney Tower for the Roy Phillips quest (freeze upon changing cell, from ext. to int.) Thought I had that one figured out, (I managed to finish that quest) then went to fast travel to the Citadel for broken steel when it again froze just as I should be arriving there.. crashing seemed to get worse from there. Oh yeah, I did have a little visit from sally at my home on Jury st.

After all morning and most of the afternoon, I gave up trying and decided to revert back to 1.0, at least until some bugs and compatability patches get worked out. (No more crashing after reverting.)
Hopefully that was constructive enough.

BTW: Will provide load order upon request. it has changed since reverting back to 1.0
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jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Tue May 17, 2011 1:56 pm

I'll try to be as clear as possible here, everything seemed to go just fine with my install of 1.1 and did fine in Point lookout (I was there when I installed it.) wake up this morning a fire up the game as happy as can be, then the crashes/freezing began when going to Tenpenney Tower for the Roy Phillips quest (freeze upon changing cell, from ext. to int.) Thought I had that one figured out, (I managed to finish that quest) then went to fast travel to the Citadel for broken steel when it again froze just as I should be arriving there.. crashing seemed to get worse from there. Oh yeah, I did have a little visit from sally at my home on Jury st.

After all morning and most of the afternoon, I gave up trying and decided to revert back to 1.0, at least until some bugs and compatability patches get worked out. (No more crashing after reverting.)
Hopefully that was constructive enough.

BTW: Will provide load order upon request. it has changed since reverting back to 1.0


Interesting point about Point Lookout being unaffected, but Wasteland being a source of trouble for you. That's a small but potentially important detail.

The Citadel fast travel freeze has been seen before, I think they thought they'd resolved it, but I saw it pop up again later once myself.

I think the FOOK people will need some time to watch the feedback that comes in and look at things, I don't think this sort of thing is addressable and answerable super-fast.

My own hunch right now (and I could be wrong) is that this form of FOOK2 1.1 is generally not savegame compatible with... anything... where Wasteland worldspace is concerned. This being a BETA, things could be redone of course. Just saying.
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Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Tue May 17, 2011 9:25 am

Yeah thanks for nothing,CTD about every 5 minutes. I did a clean install of everything Fallout,FOSE, and FOOK2,Now it crashes about every 5 min and this is the only mod i have installed.I followed the instructions and have load order correct. I have a P4 pross 4.0 GIG a 1 GIG ati HD video card 4GIGs DDR3 ram 550 watt power supply,All current updates and patches for fallout and windows. I even tried lowing the graphics and it still CTD.Any suggestions.If this is what we get for updating then i'll return to vannila fo3 and install FWE!
Something's wrong with your install then or there could be a save game issue. Using those same files (although not perfect, yet...) no one else has been experiencing consistent CTD's, so your experience is unique meaning something's off on your end. Where/when/how are these crashes happening? Were you fast travelling? Were you changing cells?

Any and all reported issues will be addressed by the cummulative hotfix plugin(s) linked at the top of this thread, so keep an eye on it as it will most likely be updated on a daily basis.
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Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Tue May 17, 2011 4:06 am

Just wanted to say congrats to the FOOK team for releasing 1.1 beta! I know it's a ton of work and a long time coming.

As you know I've been kind of absent, living life for a change and when I have been at my PC I've been playing instead of modding for a change (currently playing The Witcher for the first time. This game is incredible, dare I say it a better RPG than Oblivion).

Anyway, I saw some comments on the MMM compatibility patch. I'm kind of reluctant to get back into modding just yet (it kind of svcks you in....), although I do intent to get back to MMM eventually (have a large to-do list to wade through) but point is -- if you need changes done to the FOIP patch, if they're not too drastic, I can do them. There was a lot of selective integration in the patch that was mostly stored in my head to get the most out of FOOK and MMM, and I don't know if some of those changes are immediately obvious for someone else looking at the patch.

M


Edit: hot damn this new forum svcks. Why change what ain't broke?
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Britta Gronkowski
 
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Post » Tue May 17, 2011 9:56 am

Just wanted to say congrats to the FOOK team for releasing 1.1 beta! I know it's a ton of work and a long time coming.
Thanks, Martigen! :) It certainly has been a lot of work and took way longer than any of us expected, so we're relieved to have it out there, finally, and hope it will have been worth the wait.

As you know I've been kind of absent, living life for a change and when I have been at my PC I've been playing instead of modding for a change (currently playing The Witcher for the first time. This game is incredible, dare I say it a better RPG than Oblivion).
Good to see you here, and I'm sure I'm not the only one who had noticed your absence. Once all of FOOK's beta issues are resolved and we can put out a FOOK2 v1.1 final, I'll probably vanish for awhile myself. Sometimes this hobby feels like a full-time job. -_-

Anyway, I saw some comments on the MMM compatibility patch. I'm kind of reluctant to get back into modding just yet (it kind of svcks you in....), although I do intent to get back to MMM eventually (have a large to-do list to wade through) but point is -- if you need changes done to the FOIP patch, if they're not too drastic, I can do them. There was a lot of selective integration in the patch that was mostly stored in my head to get the most out of FOOK and MMM, and I don't know if some of those changes are immediately obvious for someone else looking at the patch.

M
Modding is awfully addictive, so I can understand said reluctance. If you don't get to a MMM - FOOK foip before one of us does, I'll use the v1.0 one and update it. I'm pretty sure most of the edits would be removal of NPC records which no longer conflict, but haven't looked at it just yet.


Edit: hot damn this new forum svcks. Why change what ain't broke?
Yeah, I have to say I preferred the old boards' mechanics. I kinda like the look of the new though.
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Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Tue May 17, 2011 1:56 pm

Can somebody PLEASE tell me why fellout was added into the main FOOK files?!
So it can work with our nightvision IMADs and because Fellout rocks...
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MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Tue May 17, 2011 11:22 am

To a big and long-awaited release, congrats! You guys have been busy for sure :)
That we have, and thanks.:) We're all relieved to finally have something to show for the time spent. Once the dust settles, I'm still down to help with the creation of FOIPs, but currently there's still a lot of stuff to sort out and a few featured yet to be integrated, so it's be at least a few weeks before a non-beta version can be put together.
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x a million...
 
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