[RELz] FOOK2 - Public Beta #1

Post » Fri May 27, 2011 11:34 pm

Ive tried all weapons and armors from those containers and everything works perfectly.Game crashed few times randomly but thats normal for FO3(at least it was last time i was playing)
Anyway here's my LO as im quite sure there's something wrong with it
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] CALIBR.esm[X] FOOK2 - Main.esm[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm[X] FOOK2 - [DIK] DLC Improvement Kit.esm[X] HairPack.esm[X] Achievement Remover [All].esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] dD-Larger Blood.esp[X] Alternate Start - Roleplayers.esp[X] SS OTS Camera FOSE.esp[X] CUSTOM RACES.esp[X] DIM CUSTOM RACES V2.esp[X] kikaiEquipment.esp[X] SniperZooming.esp[X] MoreMapMarkers.esp[X] CASM.esp[X] FPS Grenade Hotkey.esp[X] Sprint Mod.esp[X] NightvisionGoggles(Powered).esp[X] Josef Greys Kozaburo Hair Style for Fallout 3.esp[X] FOOK2 - Main.esp[ ] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - [censored] Map Markers.esp[X] FOOK2 - Mothership Zeta.esp

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Rude Gurl
 
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Post » Fri May 27, 2011 7:39 pm

Ok the armors seem to be fine now, must just have been all the spent casings on the ground causing a loading issue.

The gun, try the M14 sprinfiled... Thats the one with no sound
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Dan Stevens
 
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Post » Fri May 27, 2011 10:21 pm

ya M14 having no sound is a known issue but again guys use our forum for bug reports. I do appreciate them but we will lose track of them in here.

@ Undert0ker:

A compatibility patch for FWE will be an enormous amount of work and shouldn't be expected anytime soon. I am however in contact with Mez and gave he had already access to our internal beta to get a look on things. Guess you would have to ask himself how he will go about FOOK2.
Same is btw true for WMK for anyone that cares.

A compatibility patch for MMM will be available much sooner due to the simple fact that its a lot less work but I have yet to get in contact with Martigen about it and I want to make sure that he would be ok with such a plugin for a beta cause it will definitly create of reports and hassle for Martigen.
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Brιonα Renae
 
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Post » Sat May 28, 2011 5:02 am

Alright, since I'm too lazy to read through all of this, can I use FOOK2 with MMM without the compatibility patch? Will there be any problems?
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Rusty Billiot
 
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Post » Sat May 28, 2011 4:48 am

no use with MMM atm, it would actually cause MAJOR issues as MMM would overwrite all our NPC changes.
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Shianne Donato
 
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Post » Fri May 27, 2011 7:02 pm

Martigen just said a few posts up that he is OK with having an MMM patch for the Beta, and he would be willing to help. I think since MMM is considered an integral component of most FO3 player's game and has been considered as a must have for FOOK1 it is important to make it part of the Beta and trouble shoot them together!
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Cat
 
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Post » Fri May 27, 2011 10:07 pm

Martigen just said a few posts up that he is OK with having an MMM patch for the Beta, and he would be willing to help. I think since MMM is considered an integral component of most FO3 player's game and has been considered as a must have for FOOK1 it is important to make it part of the Beta and trouble shoot them together!


ooops, thx, totaly missed that one.


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.



ya I would be glad if you do, I did work on a MMM patch for an internal version but it isn't rly done yet (havent had much time), for example doesn't it make use of the additional raider and mutant lists/skins you added. You should know that we overhauled the NPC leveling system ie its standarised and extended the amount of NPC templates for all factions to 5 lvl's (lvl ups are now at lvl 1, 6, 12, 17 and 22 [thats for BS/DIK only]) so the Enc and Var lists need to be made compatible this time.
So there will be a bit more to work to do than before.
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Kieren Thomson
 
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Post » Fri May 27, 2011 6:47 pm

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.

Thanks! And as Linkes said, any help on a compatibility patch would be great, as we all consider MMM a definite recommend for mods to use with FOOK (as soon as there is a compatibility patch, that is). As noted in the FOOK2 beta planned features, MMM and WMK are both a priority for compatibility.
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Kelly Tomlinson
 
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Post » Sat May 28, 2011 7:26 am

Yah I was quite too harsh on my words. I just like to do Melee and that is very unsuccessful agains the Enclave.

This sounds more like an obvious observation than a possible game play issue.
I mean, you really have to be pushing the limits of imagination to think someone in light armor (or none at all) wielding a knife, can get within 100 feet of a power armor clad trained soldier while he is firing a large caliber automatic heavy machine gun at you, without being turned in to hamburger.

I think its pretty unreasonable to ask the FOOK team to screw up the mod mechanics for everyone else, so that you can imagine yourself being some sort of Rambo-in-God-Mode super being.

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'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.


Part 2:
I'm pretty hyped about this FOOK2. The features list looks awesome. I'll be downloading just as soon as I hit the "Add Reply" button...

Congratulations, linkesauge and team!!!
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Sammykins
 
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Post » Sat May 28, 2011 12:08 am

thx go just to the complete team, I might be somewhat the "public face" of FOOK but especially xporc and Huge did as much work as me on this and without them FOOK wouldn't have been possible in its current form.
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Marcus Jordan
 
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Post » Fri May 27, 2011 7:16 pm

thx go just to the complete team, I might be somewhat the "public face" of FOOK but especially xporc and Huge did as much work as me on this and without them FOOK wouldn't have been possible in its current form.


True, but for a complete list of contributors you would need 2 days to make and an hour to read :P
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Brad Johnson
 
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Post » Sat May 28, 2011 6:55 am

So is playing with FOOK 2 alongside MMM and FWE without a compatibility patch a definate no no? I tried it but my game locked up every time I got into combat, hopefully this is a problem with running it alongside them and not a problem with FOOK 2 itself.
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Cheryl Rice
 
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Post » Sat May 28, 2011 7:27 am

So is playing with FOOK 2 alongside MMM and FWE without a compatibility patch a definate no no? I tried it but my game locked up every time I got into combat, hopefully this is a problem with running it alongside them and not a problem with FOOK 2 itself.


It wil put your game in a meatgrinder, grind it through 5 times and feed to the CTD hounds of Doom ^^
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emma sweeney
 
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Post » Fri May 27, 2011 6:18 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


If you clean your save of the original fook and then activate fook2 it should work. I repeat should. I would disable all the FOIP patches using the original fook as well.
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Alan Whiston
 
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Post » Sat May 28, 2011 6:30 am

Hello, did anyone see my report on page 3? Anyone? I really despise posting something and having it never read. :(

I like to know what is up with the blood sprays everytime you get hit, it's different than Vanilla, right?
Also, way too many rads from certain foot items. Off the bat, the bloatfly meat starts at 36, then drops down to 17 from use of the food santizer, and I think medicine.

Anyhow, the fact remains most food here is more radioactive than Pitchblende, A.K.A. Uranium Ore. No, I'm not joking either. It takes a lot of exposure to get radiation poisoning from Uranium. Months...

Also, it's a bit more harder, but that's a good thing. Execpt for nearly dying with almost 75 DR. :( On Very Easy difficulty.
Then again, Fort Bannister at less than level 20 is probably a bad idea. I was level 8-9.

Are there any other shotguns besides random long barreled ones? I really don't like anything besides the combat shotgun, and I'm hoping there's more than just it.

Oh, killed the Evergreen Mills Behemoth with a fatman and got about 119 caps out of it. Shouldn't that monster have tons of items to?

Speaking of missile weapons, are there any new ones? I'd love to play with a LAWS rocket. :)
Oh, did you guys add a Dragonov (sp?) sniper rifle? That would be awesome!
I found a Barret sniper, but for some odd reason it fires 14mm rounds. Instead of the standard .50 cal.
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jason worrell
 
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Post » Sat May 28, 2011 8:07 am

please read what I posted, I wont answer such stuff in here anymore, use our forum.
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tiffany Royal
 
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Post » Sat May 28, 2011 4:53 am

You said you won't deal with Bug reports on this forum. You need to confuse me less, please. Thanks. I'll join your forum.
Sigh. Where do I post it though? General Discussion? Bug Reports?
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Je suis
 
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Post » Fri May 27, 2011 6:11 pm

Has the original FOOK been taken down? As much as I want to use version 2, I can't live without MMM and FWE.

Edit : Found them!
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lexy
 
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Post » Fri May 27, 2011 10:27 pm

If you clean your save of the original fook and then activate fook2 it should work. I repeat should. I would disable all the FOIP patches using the original fook as well.

I could try that, but I'm going to wait until there's a FOOK2/FWE/UWWUT/EVE/MMM patch, like there is for FOOK 1.6
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Nicholas
 
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Post » Fri May 27, 2011 10:22 pm

Has the original FOOK been taken down? As much as I want to use version 2, I can't live without MMM and FWE.

Edit : Found them!


ya we removed it from the nexus page as we can't rly give any support on v1.6 anymore, a lot of work and distracts too much from our work on FOOK2. Also it could be confusing for ppl if we keep both things on the page.
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Syaza Ramali
 
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Post » Fri May 27, 2011 11:42 pm

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?
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 11:49 pm

Yeah, could I request a possible no food edits varsion? I hate the removal of classic in-game brands...
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Kayleigh Williams
 
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Post » Sat May 28, 2011 4:27 am

I'm enjoying the majority of this mod so far, but there is some stuff in here (like the clutter textures mentioned above) that really should be optional. Fingers in pies and all that. Even Oblivion's Frans and OOO overhauls didn't go so far.

And the shell casings wreck my ancient computer's performance :(
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Roberto Gaeta
 
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Post » Fri May 27, 2011 6:21 pm

I hate the removal of classic in-game brands...


Agreed. Abraxo cleaner belongs to Fallout.

I just played Zeta and it was a cakewalk (between level 3 and 6, vh diff). Now I'm packing tons of alien weapons and ammo. I probably wont need anything else for the rest of the game. So far I've had no crashes just running around the wasteland and thats a good thing.

Also the new weapons are very very nice. I particularily LOVE the new AK47 (its so gangsta!). In fact I think Ill sell all my alien tech and go old school.
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roxxii lenaghan
 
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Post » Sat May 28, 2011 8:34 am

Ok after playing around with all the weps/armors...
Gotta say this is great.
Aside the known issues with guns(on their bug forums).
Great range of items... Love the way world items are changed (skellys, megaton:D)...

Would love to see the stealth armor version with the armored version ingame...

But its good to see they cut down on all the crappy items and just used the good ones:D

Cant wait for a highres tex pack though :D
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renee Duhamel
 
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