[RELz] FOOK2 - Public Beta #1

Post » Sat May 28, 2011 3:57 am

no seperate gloves in FOOK.

Als post bug reports and technical support questions pls in our forum. This thread here is for general discussions about the beta, dont want to see it spammed with stuff that doesnt belong in here. Besides that the chance to get help or have your bug reports actualy be noticed is much better if you post them in our forum.
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Dominic Vaughan
 
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Post » Fri May 27, 2011 8:49 pm

no seperate gloves in FOOK.

Als post bug reports and technical support questions pls in our forum. This thread here is for general discussions about the beta, dont want to see it spammed with stuff that doesnt belong in here. Besides that the chance to get help or have your bug reports actualy be noticed is much better if you post them in our forum.
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Ernesto Salinas
 
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Post » Sat May 28, 2011 3:04 am

Hey, I won't have to go and buy all the DLCs just to play this, will I? Because if so, I'm going to be very annoyed. :(
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JR Cash
 
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Post » Fri May 27, 2011 7:04 pm

I'm curious for a list or pictures of the wearables added/retexed :)
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Chris Johnston
 
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Post » Sat May 28, 2011 3:36 am

This obviously needs patch 1.7 of Fallout, right? Because I tried with Patch 1.4 and it crashed before it even loaded the game for more than 1 second.

NVM! Got it to work.

I love it so far. I object to the annoying blood splashes on your vision. Really, the only time you can get blood in your eyes is if someone slices a nice size chunk out of your forehead. :)
Or you explode someone near you.

Seriously, it needs to be toned down greatly.
Also ,Bloatfly meat shouldn't be more radioactive then Pitchblend (Uranium ore) Seriously, 37 rads? 27 rads?

The rest of the things I'm loving. Now if only I could find more 10 mm ammo. Oh, well, I guess I could use something else.
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Ross Zombie
 
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Post » Sat May 28, 2011 1:01 am

A "bug" I have noted so far...the EVE addon uses FOOK.esm as a master instead of FOOK2 - Main.esm, which completely glitches my FO3MasterUpdate process with the EVE addon active. I'm not sure if this will also CTD the game upon loading or cause the EVE module to simply not work as well.

im wondering the same.ill leave it disabled for now
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Eire Charlotta
 
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Post » Sat May 28, 2011 1:23 am

we added a fixed version of the EVE FOOK plugin on the http://www.fookunity.com/fook2/.
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rae.x
 
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Post » Fri May 27, 2011 5:48 pm

FWE + Fook = incompatible?
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Samantha Mitchell
 
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Post » Sat May 28, 2011 8:57 am

Congratulations likesauge and team!

I've been taking a break for the moment, but I do have a small update to MMM planned in the next week or so, if you want I can take a look at making a FOOK2 plugin and include it for the beta. Regardless, torrenting to seed for others now.
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Kortniie Dumont
 
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Post » Sat May 28, 2011 2:36 am

FWE + Fook = incompatible?


Um, if I recall right that has several patchs for fook? If so then no, its not compatible. At least until someone makes a new patch. I don't use FWE however, so take my words with a grain of salt.
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Jeffrey Lawson
 
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Post » Sat May 28, 2011 5:27 am

Congratulations likesauge and team!

I've been taking a break for the moment, but I do have a small update to MMM planned in the next week or so, if you want I can take a look at making a FOOK2 plugin and include it for the beta. Regardless, torrenting to seed for others now.


Right on Mart! I've been toying around with some of the gear in the crates outside vault 101 because venturing forward is kind of meaningless without MMM. Btw said crates really should be removed at some point...heheh.
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Dean Ashcroft
 
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Post » Sat May 28, 2011 6:35 am

Congratulations likesauge and team!

I've been taking a break for the moment, but I do have a small update to MMM planned in the next week or so, if you want I can take a look at making a FOOK2 plugin and include it for the beta. Regardless, torrenting to seed for others now.

YES! How can we stomach playing FO3 without MMM!!
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Steven Hardman
 
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Post » Sat May 28, 2011 3:23 am

Well done on the beta guys.
Just wondering if there is a complete list of implemented guns/armor from other mods?

The reason im asking is because I run a few separate armor/gun mods... and if FOOk 2.0 has them in there, that means i can remove them and lessen my Load order:D
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James Shaw
 
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Post » Sat May 28, 2011 1:35 am

Can I get a full list of non-FOOK mods included in 2.0? To know if I'm having two exact same mods.


We are working on compiling that, but it's quite a bit of work in itself. We will of course publicize it once we figure out the best format for such a list.

And it's not 2.0 - It's FOOK2 ;)

I think this is similar with your question, with the answer of course :)
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Dark Mogul
 
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Post » Fri May 27, 2011 10:35 pm

No one ever answered so I'll ask again... Am I able to install fook2 and still use fook 1.6? (I don't want to ruin my current character)
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x_JeNnY_x
 
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Post » Sat May 28, 2011 12:06 am

No one ever answered so I'll ask again... Am I able to install fook2 and still use fook 1.6? (I don't want to ruin my current character)


No you can't... the easy way.
The hard way takes renaming the FOOK2 plugin names and editing masters in FO3Edit.
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Gen Daley
 
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Post » Sat May 28, 2011 3:32 am

No you can't... the easy way.
The hard way takes renaming the FOOK2 plugin names and editing masters in FO3Edit.

Huh? I actually just installed it, and realized that I can. I don't mean having both enabled at the same time or something, or using my old character with fook 2. I just mean installing fook 2 to test in, but using fook 1.6 for my non-test character
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Andrew
 
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Post » Fri May 27, 2011 9:58 pm

Huh? I actually just installed it, and realized that I can. I don't mean having both enabled at the same time or something, or using my old character with fook 2. I just mean installing fook 2 to test in, but using fook 1.6 for my non-test character


Lul. My bad. Yes, thanks to Linkes briliant last minute idea we have a different naming patern for plugins. Which in consequence gives you the liberty of having two FOOK installs.
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Etta Hargrave
 
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Post » Fri May 27, 2011 9:26 pm

Lul. My bad. Yes, thanks to Linkes briliant last minute idea we have a different naming patern for plugins. Which in consequence gives you the liberty of having two FOOK installs.

Heh no worries... I'm glad he did thout... makes me one happy FOOK(2)er :P
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Eilidh Brian
 
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Post » Sat May 28, 2011 7:40 am

Still alot of issues.
Some armours have wrong textures.
Some guns dont have sound, some dont shoot.
Equiping some items causes a crash.

I know this is a beta, but surly you tested this stuff first?
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Matt Terry
 
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Post » Sat May 28, 2011 9:25 am

Awesome...been wanting this to come out for quite a while.

Now to wait for CPs, and FO3 will be my main game again =D
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x_JeNnY_x
 
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Post » Sat May 28, 2011 8:24 am

Still alot of issues.
Some armours have wrong textures.
Some guns dont have sound, some dont shoot.
Equiping some items causes a crash.

I know this is a beta, but surly you tested this stuff first?


You sir have problems..
All my guns shoot and make a lot of noise ;)
Load order please!
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jennie xhx
 
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Post » Sat May 28, 2011 2:01 am

FWE + Fook = incompatible?



This is the burning question for me, too. OMG the gaming goodness with both these babies working together. A whole new game, basically. That and with MMM, wowzerz.
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CHANONE
 
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Post » Fri May 27, 2011 7:59 pm

Still alot of issues.
Some armours have wrong textures.
Some guns dont have sound, some dont shoot.
Equiping some items causes a crash.

I know this is a beta, but surly you tested this stuff first?

I believe Linke said to test it using no other mods, and that bug reports due to mod conflicts would be ignored, as they need to test FOOK2 alone


This is the burning question for me, too. OMG the gaming goodness with both these babies working together. A whole new game, basically. That and with MMM, wowzerz.

Until a CP (for FOOK2, not regular fook, like what's already available) is made, it's not compatible
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Jeneene Hunte
 
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Post » Sat May 28, 2011 4:22 am

You sir have problems..
All my guns shoot and make a lot of noise ;)
Load order please!


LO is fo3, all DLC's and FOOK.

There are the serveral long barreled double shotguns, neither of them shoot, but the short barrels do.

There was 1 set of PA that didnt work, just had a pure black texture.

cant rember the rest atm.

That been said, sure its heaps better than FOOK1... but alot of the guns still have strange animations... reloading a shotgun with the alien pistol animation so that it makes the alien pistol sound?
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Abi Emily
 
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