[RELz] FOOK2 - Public Beta #1

Post » Sat May 28, 2011 6:58 am

One last question; What, again, happened to possible duplicate mods? I'm mostly meaning my own companion mods which were (apparently) included in FOOK2. Will I have two duplicate followers and thus am forced to shut down my own mod (thus being unable to test further updates), or will the latter .esp override the FOOK one?
If your mod edits vanilla references and FOOK makes the same edits, then yours will override if it's later in the load order. If your mod adds new references and FOOK adds new references, then they'll be independent.
If it's the latter then you could alter FOOK to be dependent on your mod, or you could make your mod dependent on FOOK and use the references placed in FOOK.
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Nick Jase Mason
 
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Post » Sat May 28, 2011 10:01 am

I gotta get home soon from work and check if my download is complete...money is that its timed out again for some reason.
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!beef
 
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Post » Fri May 27, 2011 9:48 pm

I like the FOOK combat mechanics much more than I like the vanilla system... most gun fights should be over with only a few shots being fired. And, quite honestly, it's not real bright to http://www.youtube.com/watch?v=JMLIOtBLqoU.

I've heard that Harrison Ford improvised that scene because he had the runs and didn't feel like doing some fancy whip moves :D


I'm not trying to start a "realism" debate here (in fact, I'll ignore any replies that tries to twist this post around to make it look like I am). Rather I'm just voicing my dissent for the idea that the FOOK team should nerf one of the reasons I use FOOK for in the first place.

Yes, such debates can be quite tiresome. But all your points are correct.

In a nutshell: FOOK2 does attempt to move some aspects of gameplay toward realism, in ways that fit with gameplay mechanics and the fictional Fallout world, but it is NOT a "Realism Mod", nor does it try to be.

Hopefully this statement can be used to quell such debates if they arise in the future.
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Anna Beattie
 
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Post » Sat May 28, 2011 1:03 am

Works nicely, definitely reminds me of Frans. A couple of complaints about the clutter textures though- you've retexed Abraxo to be "Tide", despite the fact Abraxo is an in-world brand that's referred to in several posters etc. It seems a little odd having a brand name cleaner that is actually a different brand on the box. Plus, 1 in 4 generic books are copies of Atlas Shrugged, which is far too many to burn, what with how scarce flamer fuel is. Could you perhaps choose a less... 'controversial' cover?

HAHAHA! I agree with you 100%! There are some specific book cover retextures I've seen in different mods that would be more suitable, and LinkesAuge has also made some nice ones himself, but at the moment I think all the current book retextures are left over from FOOK v1.6.

Specifically, the Tide/Abraxo texture/name mismatch is a minor bug that was missed. Your comments also give some more reason why I don't think we should alter Abraxo, but furthermore:

I know many people like to see our real-world brands and inventions in the Fallout world, but personally I do not in most cases. At some point I'm hoping to arrange some optional addons + retexture packs, either as official FOOK2 addons or part of MyFOOK2, that provide a choice for users in this matter. I don't necessarily mind what ends up as default in FOOK2, as long as there is an option available for me to play with existing or new fictional brands and items. Actually, after this post I'm going to post a poll to get an idea of user preference about this.

Also, I happen to really like just about all the artwork that's part of Fallout 3, especially things like the Abraxo box, Sugar Bombs, ammo boxes, and all the skill books. Something I've wanted to do for a while is to start work (myself or with help from http://www.fallout3nexus.com/modules/members/index.php?id=1022572?) on recreating such artwork completely from scratch with vector designs, so that the original appearance of these objects is maintained, but can be much higher-resolution.


EDIT: http://www.fookunity.com/forum/showthread.php?t=1200 I mentioned above.
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Dalia
 
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Post » Sat May 28, 2011 8:49 am

Why is the Stimpak green? It's not canon :cryvaultboy:

Started a http://www.fookunity.com/forum/showthread.php?t=1129 for that yesterday too.
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Steven Nicholson
 
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Post » Sat May 28, 2011 1:51 am

Just wanted to mention that there is now also a rapidshare mirror for the download available.

Added also a list of the DIK / WAN.K (evil board censoring) addon features to the first post.
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biiibi
 
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Post » Sat May 28, 2011 2:31 am

linksausage where are the mirros located? nexus? or fookunity? ive been trying to download this thing since saturday and cant :-/...found it.
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Marion Geneste
 
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Post » Sat May 28, 2011 8:14 am

update using the rapidshare mirrors and still going at 22kb rofl...i dont get it i play most online mmo's at 150ms or less...and the downloads on nexus go very quickly even large ones :(
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leni
 
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Post » Sat May 28, 2011 8:04 am

Well, I had a nice start. Game crashes immediately at start. Can't get even to the main menu before crash, with or without using FOSE. Game is patched to 1.7.0.3 and I use the latest beta of FOSE.

Load order:
Fallout3.esmThePitt.esmBrokenSteel.esmPointLookout.esmUnofficial Fallout 3 Patch.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.esmUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espSlower Degradation (-50%).espFleshBurningPlasma.espUPP - Pack 1.espUPP - Pack 2.espUPP  - Quest Perks.espUPP - Experience Perks.espDarNifiedUIF3.espDUIF3Extras.espNoLockTopic.espFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - [censored] Map Markers.espFOOK2 - [EVE] Energy Visuals Enhanced.espTotal active plugins: 25Total plugins: 32


Edit:

Looks like DIK is the culprit. It needs all DLCs except Zeta. Figures..

Recommendation: chop it into several pieces. Not everyone get every DLC.
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Marcus Jordan
 
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Post » Fri May 27, 2011 11:24 pm

There is a reason why we made DIK the way it is but I rly can't be bothered atm to explain it all again.
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NeverStopThe
 
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Post » Sat May 28, 2011 4:37 am

@Torm: Use the torrent. You will get good speeds and it wont time out.
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Devin Sluis
 
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Post » Sat May 28, 2011 4:29 am

There is a reason why we made DIK the way it is but I rly can't be bothered atm to explain it all again.



Yes i ran into the same situation with the DIK since i only have the first two retail releases of OPERATION ANCHORAGE and THE PITT til the release next week of BROKEN STEEL and POINT LOOKOUT. Even then the MOTHERSHIP ZETA DLC wont be available til october so the DIK is out for now :P

I just tested out OPERATION ANCHORAGE with FOOK 2 and everything is working fine so far without DIK.

The druid robes and hoods are excellent with a creepy cultish BLAIR WITCH PROJECT ambience about them. I also love how the hood by itself goes great with alot of other clothing fitting very well over most clothes without clipping. Happy to see that FOOK 2 has captured perfectly the FALLOUT 3 mood of being anything you want it to be with its incredible variety on many levels.

Buetiful and terrifying sound effects for the weapons. Love the sound effect of weapons hitting walls and metal areas like bridges. I was fighting some raiders on a bridge with bullets flying zinging all over the place while cars and buses were exploding left and right all the while am trying to cross the bridge but cant because of the intense gunfire. A incredible moment that felt like i was in some old 1960s war movie or the classic FULL METAL JACKET.

Love how not all foods instantly heal and some heal gradually over the time. Great touch which makes things more immersive and fun in combat while not being frustrating by overdoing it with realism.

Thanks for the very polished professional work. It has a Bethesda style depth to it along with a Sotobrastos logic making everything in the world feel useful now just like his OSCURO'S OBLIVION OVERHAUL mod i have mentioned in the past.
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Andy durkan
 
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Post » Sat May 28, 2011 4:42 am

Can I ask, if all the original authors of the mods and retexures are still credited, I dont see that anywhere in this thread or on Fookunity. I dont want to download the whole thing just to check the read-me?

Also, why have all the forums gone from fookunity forums? I miss them!

Thanks

Skykappa
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Brooks Hardison
 
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Post » Sat May 28, 2011 2:40 am

i've been running this with martigens mod, enclave commander, darns ui and a few other miscellaneous plugins, for the past 2 hours i haven't even been able to blink my eyes or take them off of my computer screen

all these mods work hand in hand with each other, and require each other to be enjoyed in full greatness

the sound effects have been improved greatly, i also notice that the amount of shell casings now seem unlimited! looks especially wonderful in vats. i simply cant say enough about what i like, but the outfits man, woooow thank you, so damn awesome

i wish i could give all of the contributors on this forum a big hug, i knew waiting a long time would be worth it, the progress made on these mods, all of them... it's as if i walked into gaming heaven

i'll report anything if it comes up, but so far, so good...TOO damn good

thanks
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Emily Graham
 
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Post » Sat May 28, 2011 4:08 am

Can I ask, if all the original authors of the mods and retexures are still credited, I dont see that anywhere in this thread or on Fookunity. I dont want to download the whole thing just to check the read-me?

Also, why have all the forums gone from fookunity forums? I miss them!

Thanks

Skykappa

They plan to release the credits after beta. they are too focused on testing atm...

Also, Fook 1.6 is no longer supported, so it makes sense to see any topics about it vanish
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Budgie
 
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Post » Sat May 28, 2011 6:28 am

Can I ask, if all the original authors of the mods and retexures are still credited, I dont see that anywhere in this thread or on Fookunity. I dont want to download the whole thing just to check the read-me?

Also, why have all the forums gone from fookunity forums? I miss them!

Thanks

Skykappa

Hey Skykappa!

No, there is not a current credits list at the moment. This WILL be done, in even more detail than before, as this is something of great importance to all of us. I'm hopeful that a wiki will help in compiling this, as it is a big job for even 2 or 3 of us to work on. Even if we don't get a http://www.fookunity.com/forum/showthread.php?t=1025 right away, I may just set up a page on our blank wiki so we have a single place to add to and update as we go along, with users and of course mod authors also able to add information as needed.

LinkesAuge has an announcement posted about the forums: http://www.fookunity.com/forum/announcement.php?f=85 Basically, almost all other mod forums were inactive, or completely unused. Any discussion threads with content were moved into the http://www.fookunity.com/forum/forumdisplay.php?f=82 forum. It's not to say these can't exist in the future, but we'll probably have people start out in General Mod Discussion from now on, and create individual subforums for them once it's clear they might be needed.
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Beat freak
 
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Post » Fri May 27, 2011 10:44 pm

Yes i ran into the same situation with the DIK since i only have the first two retail releases of OPERATION ANCHORAGE and THE PITT til the release next week of BROKEN STEEL and POINT LOOKOUT. Even then the MOTHERSHIP ZETA DLC wont be available til october so the DIK is out for now :P


DIK requires "just" Opanc, Pitt, BS and PL. Mothership Zeta isn't needed (it has its own plugin).

Anyways just to give a short statement on the reasons for merging the first four DLC's into one plugin.

First reason is that it's just one plugin we need to take care off. Second and more important one is that we can this way easily have crosses between the DLC's. For example can we use Pitt items in BS or have weapon lists for the factions that make use of all the DLC gear.
This would be of course also be possible with seperate plugins but it would need a lot more work and you would end up with a crazy amount of work. There is a reason why most mods/modder hardly even care about supporting the DLC's.

We had basicly two options. Make many different plugins and give some sort of basic support for the DLC's or merge them into one and have DLC support for FOOK2 which is just as good as the main mod. We also figured that soon anyone will at least have the first four DLC's either cause if you buy a DLC you are likely to get them all or you will soon get the bundled versions which should be available for anyone within the next half way (and in the end FOOK is a long term project).



Can I ask, if all the original authors of the mods and retexures are still credited, I dont see that anywhere in this thread or on Fookunity. I dont want to download the whole thing just to check the read-me?


There are still the "old" credits on our main page. The current beta readme doesn't have them yet because its simply still a WIP. I'm sorry for this but just making the credits is at least a week of work (there are by now hundreds of ppl that contributed to the mod directly and even more - especially when it comes to models/textures - that also need to be on it). They will be of course done and added in the future cause I/we take proper credits very serious (that's why our credits in the past were always very thorough and in v1.6 there was never a report or complaint about missing credits despite the huge amount of integrated stuff).


Also, why have all the forums gone from fookunity forums? I miss them!

Thanks

Skykappa


We decided to cut down the number of forums and keep only those which are really active. Everyone is still welcome to make a thread about his mod in the general mod discussion but the way it is simply didnt work out. Inactive forums aren't good for anyone.


edit: Duh! Huge was faster. :D
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Barbequtie
 
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Post » Fri May 27, 2011 7:01 pm

Well, I'm definitely liking the new version of the mod a lot more than the original FOOK, and it's still miles of improvement over vanilla. I like that it combines a lot of other mods that I've used in the past into one world changing mod, though I would like to see a list eventually of what exactly has been changed or modified. Understandably, being a beta work in progress, I don't expect such a list anytime soon.

I suspect however, there is some problems with the mod that I'm not seeing, in regards to some textures/meshes. For instance, the great Tide debate. All the boxes in my game show up as Abraxo, both in name and texture. (As a minor aside, wouldn't it be more appropriate to make boxes of detergent into Tide instead? Abraxo is supposed to be a scouring cleanser, not laundry detergent.) Other things too make me wonder, such as cans of Spam showing up with the Cram texture still, and noodles using the vanilla texture. I remember in FOOK 1.6 they were replaced with Asian style bowls of ramen.

I've also seen a number of missing texture problems, some of which have been mentioned. I don't use the EVE addition because all the impact points are missing texture. I'm not sure if I need to install the EVE mod to clear that up or not. Also the Colossus helmets you find in Super Duper Mart are missing mesh symbols for me. I checked in FO3 Edit, and I have the meshes and textures in the right place according to that, and I don't have any other mod interfering, so I'm not sure what the issue with that is.

Also I'm experiencing a lot of CTD instability since doing the wipe/clean install/FOOK2 install and starting a new game, but I attribute that to being a beta mod. Still gets a bit annoying to clear out a big raider stronghold and then CTD because you try to bring up the pip boy...
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Sherry Speakman
 
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Post » Sat May 28, 2011 1:02 am

i've been running this with martigens mod, enclave commander, darns ui and a few other miscellaneous plugins, for the past 2 hours i haven't even been able to blink my eyes or take them off of my computer screen

all these mods work hand in hand with each other, and require each other to be enjoyed in full greatness

Sorry, but as previously stated, there is currently NO OTHER MOD SUPPORT in FOOK2. Mods that specifically do not conflict with FOOK2 are alright to use (like DUI), but MMM and Enclave Commander DO NOT fall into this category. You may not notice anything right away, but you will most likely be experiencing things not as they are intended, or even undesired effects.


The specific things you mentioned however, ARE from FOOK2 and would not be affected by those two mods, so we appreciate your comments, and thanks!
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Jason Rice
 
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Post » Fri May 27, 2011 9:30 pm

I suspect however, there is some problems with the mod that I'm not seeing, in regards to some textures/meshes. For instance, the great Tide debate. All the boxes in my game show up as Abraxo, both in name and texture. (As a minor aside, wouldn't it be more appropriate to make boxes of detergent into Tide instead? Abraxo is supposed to be a scouring cleanser, not laundry detergent.) Other things too make me wonder, such as cans of Spam showing up with the Cram texture still, and noodles using the vanilla texture. I remember in FOOK 1.6 they were replaced with Asian style bowls of ramen.

It sounds like you may be having AII! issues, as everything you mention here has a new texture. Please go over #1 in http://www.fookunity.com/forum/showthread.php?t=1155.

For your other issues, please look through the FOOK2 Beta Bug Report and Tech Support forums http://www.fookunity.com/forum/forumdisplay.php?f=102, as I think most of them are already addressed.
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Daniel Brown
 
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Post » Sat May 28, 2011 6:50 am

Thanks Pinball. I had already gone to that posting, and it's stuff I'd already tried anyway (Not my first time at the Mod Rodeo. :) ) I'm going to pick away at it some more... Sometimes it's picky what order the .bsa files are listed, and in this case I just applied AII and BSA manager and let them do their things after installing FOOK2. Thumbs up to everyone involved in this project, it's one of my favorite mods.
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Ladymorphine
 
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Post » Sat May 28, 2011 9:45 am

DIK requires "just" Opanc, Pitt, BS and PL. Mothership Zeta isn't needed (it has its own plugin).

Anyways just to give a short statement on the reasons for merging the first four DLC's into one plugin.

First reason is that it's just one plugin we need to take care off. Second and more important one is that we can this way easily have crosses between the DLC's. For example can we use Pitt items in BS or have weapon lists for the factions that make use of all the DLC gear.
This would be of course also be possible with seperate plugins but it would need a lot more work and you would end up with a crazy amount of work. There is a reason why most mods/modder hardly even care about supporting the DLC's.

We had basicly two options. Make many different plugins and give some sort of basic support for the DLC's or merge them into one and have DLC support for FOOK2 which is just as good as the main mod. We also figured that soon anyone will at least have the first four DLC's either cause if you buy a DLC you are likely to get them all or you will soon get the bundled versions which should be available for anyone within the next half way (and in the end FOOK is a long term project).



Thanks linksauge appreciate the detailed reply with the very limited time you have :foodndrink: Yes smart move making the single DIK instead of a bunch of separate files. Less work better results and we get to enjoy the amazing results all the sooner :D Not to mention everyone is going to have all the DLCs come october anyway. As President Henry said it takes time and patience to restore things to their former glory :tops:

Here are a few more screenshots of some of the cool very balanced weapons in FOOK 2:

http://s733.photobucket.com/albums/ww332/Hellbishop/?action=view¤t=efsat50.jpg

http://s733.photobucket.com/albums/ww332/Hellbishop/?action=view¤t=efsatt27.jpg

http://s733.photobucket.com/albums/ww332/Hellbishop/?action=view¤t=efsatt28.jpg

Truly this is a shrine to the MIGHTY ATOM!

http://s733.photobucket.com/albums/ww332/Hellbishop/?action=view¤t=efsat42.jpg

http://s733.photobucket.com/albums/ww332/Hellbishop/?action=view¤t=efsat41.jpg

The Blair Witch cult lives!:

http://s733.photobucket.com/albums/ww332/Hellbishop/?action=view¤t=efsat48.jpg
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Tinkerbells
 
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Post » Fri May 27, 2011 7:19 pm

Do you need all the DLC's to use the FOOk2 DLC addon or will it apply to only those installed.
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Amanda Furtado
 
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Post » Fri May 27, 2011 6:16 pm

Do you need all the DLC's to use the FOOk2 DLC addon or will it apply to only those installed.



You need all of them except Motheship Zeta - that comes in a separate add-on...
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Katey Meyer
 
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Post » Fri May 27, 2011 7:40 pm

Hopefully this won't be ignored due to using other mods, but I have all the required CPs, so I can't see why there's an issue...

but my problem is this: loading a save in-game (or example: quicksaving with F5 then quickloading with F9) causes a freeze... attemptic to close the program via the menu, also causes a freeze... makes no sense. My only guess can be fook2, as it's the latest mod I added...

Here's my load order:

Fallout3.esmThePitt.esmAnchorage.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [DIK] DLC Improvement Kit.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhancedChildren.esmCubeExperimental (EN).esmShadySands.espEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch.esmFaces in the Wastes.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espKTs_Centercamera.espvault92 fix.espDarNifiedUIF3.espDUIF3Extras.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.esp3EFhelmlessstealthsuit.esp3EFdrgplate.esp3EFwandererGear.espRobCo Certified.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP  - Quest Perks.espCRAFT - Activation Perk.espCALIBR Ammo Schematics - CRAFT.espFOOK2 - Main.espFOOK2 - [censored] Map Markers.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional No Fast Travel.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - Lvl 30 Balance.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - FOOK Support.espFWE - FOOK DLC Support.espUWWUT.espUWWUT - The Pitt Addon.espUWWUT - Broken Steel Addon.espEVE Beta_0.9.2.espEVE Operation Anchorage.espTribal_DX.espFOOK+FWE+EVE+UWWUT.espLaser Fix.espDree Perks.espDree Perks Requested by Fans .espDree Perks Pitts.espDree Perks Anchorage.espDree Perks Point Lookout.espDree Perks Mothership Zeta.espGalaxyNewsRadio100[M].esppointlookoutmadeeasy.espPLweightadjust.espTailor Maid.espTailor Maid PITT.espTailor Maid Anchorage.espTailor Maid Brokensteel.espTailor Maid Black Retex.espMZAllAccessPass.espBurgerBoyCompound.espTCMdivingsuit.espArmored Vests.espDantesArmor.espGloves.espGeneratorSound.espPanada Essential.espMegatonBombDefuse.espGhoul & Raider Races.espCRBSOR.espFollowersRelax.espPartyColonelNoble.espForce Clear Signal [GNR].espcryolator.espFO3 Wanderers Edition - Hot Clover.espDogmeat Leather Armor - CRAFT.espRivet City Realignment.espPointLookout-nofiring.espPLMotelRoom1G.esp1PipboyPDA.espPipboyLantern.espAcquiredImmunity.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - FWE Master Release.espFOOK+FWE+PB+MMM.espMMM Fix.esp


Hopefully I can get some help...

EDIT: found the culprit: FOOK2 - [DIK] DLC Improvement Kit.esp

Minute I disabled it, I got freezes upon loading/exiting...

sure it's a conflict, but still

Added the FWE cps... forgot to enable them >.<

All CPs are for FOOK2
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Ross Zombie
 
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