[RELz] FOOK2 - Public Beta #1

Post » Fri May 27, 2011 8:06 pm

****** FOOK2 Public Beta is now available!******

The FOOK2 public beta can be downloaded there:

http://www.fookunity.com/fook2

***********************************************************


http://www.fookunity.com (everything about mods of our little community)

http://www.fookunity.com/forum/index.php

http://www.fookunity.com/forum/forumdisplay.php?f=102


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Setup Guide

!!! REQUIRED TOOLS !!!


ArchiveInvalidation Invalidated! (AII!)

Fallout Mod Manager (FOMM)

Fallout Script Extender (FOSE) - Strongly recommended




SETUP INSTRUCTIONS

1. Install FOOK2 Beta Files
* Download the FOOK2 Installer - http://www.fookunity.com/fook2/
* Run "FOOK2 Public Beta Setup.exe"
* Verify the installation path to your Fallout 3 folder
* Confirm and complete installation of files


2. Arrange Load Order
* Launch FOMM
* Arrange and select files to load

Without DLCs:

[x] Fallout3.esm
[x] CALIBR.esm
[x] FOOK2 - Main.esm
[x] FOOK2 - [[censored]] World and Neighbourhood Kit.esm
[x] FOOK2 - Main.esp

With DLCs:

[x] Fallout3.esm
[x] Anchorage.esm
[x] ThePitt.esm
[x] BrokenSteel.esm
[x] PointLookout.esm
[x] CALIBR.esm
[x] FOOK2 - Main.esm
[x] FOOK2 - [[censored]] World and Neighbourhood Kit.esm
[x] FOOK2 - [DIK] DLC Improvement Kit.esm
[x] FOOK2 - Main.esp
[x] FOOK2 - [DIK] DLC Improvement Kit.esp


3. Add Fixes & Updates
* Any fixes, updates, or additional files are currently listed here: http://www.fookunity.com/fook2/
* Unless instructed otherwise, place or extract files to your "Fallout 3\Data" folder


4. If adding FOOK2 to an existing game (not recommended), wait 4 days (in-game) in an empty, indoor cell so actors can respawn with proper items


5. If upgrading or adding patches to a previous FOOK2 Beta version:
* Load save game
* Enter console and type: StartQuest FOOKOptions
* Close console
* Choose "Set FOOK Defaults"
* Save game



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:: FOOK2 Public Beta Readme

Current Features

All features subject to refinement based on user feedback

[WIP] = Still a current Work-In-Progess
[FDA] = Final Development and Adjustment

General

High quality control of added models and textures
- Many lower-quality FOOK weapons and other items removed
- Many existing models and textures improved to higher standards
- Many new high-quality models and textures added (see below)


Integration & Balance

All added weapons and items fully integrated into Fallout 3 gameplay
- Leveled loot drops include new weapons and items
- Static loot placed in the world updated to account for new weapons, ammo, and items [WIP]
- NPCs use new weapons and gear, with clear, faction-based variety
- Complete overhaul of the NPC templates and leveling system for all major factions (BoS / Outcast / Enclave / Mutants / Raider / Slaver / Regulator)
- Vendors sell new weapons and items, with increased variety, increased changes to stock over time, and more specializations for certain vendors
- All weapon and item stats completely reworked and balanced for consistency
- Quest-lines, Messages, Notes, and other text that deal with specific items have been updated to include new items and changes where appropriate [WIP]

All this means a massive increase in the diversity of weapons and items you encounter throughout the game!

All added mod features fully integrated into Fallout 3 gameplay

Names of all vanilla FO3 and FOOK weapons and items standardized for consistency

All new PipBoy icons modified or completely redone in a consistent "Vault-Boy" style [WIP]

All additions and changes either abide by existing Fallout lore, or explained by new backstory appropriate to the Fallout world


Weapons

Over 150 weapons added!
- 11 Grenades and Mines
- 22 Melee Weapons
- 14 Shotguns / Rifles
- 25 Pistols
- 21 Sub-Machine Guns
- 36 Assault Rifles
- 11 Sniper Rifles
- 21 Miniguns, Gatlings, Machinguns and other Heavy Weaponry

Majority of these are brand new to FOOK!

High-quality retextures of all vanilla Fallout 3 weapons

Hundreds of brand new, custom textures for vanilla FO3 and FOOK-added weapons

New unique variants of many vanilla FO3 and FOOK weapons

Realistic, high-quality shell casing models and textures, plus greatly increased persistence

New and improved weapon sounds

Seven added ammo types, simplified from earlier versions of FOOK


Armor & Apparel

Large variety of Armor, Apparel, and Accessories added!
- Several new types of Civilian Clothing
- Many new Outfits and Armor types including varieties of Combat Armor, Light Armor Outfits, Military Uniforms and more
- Lots of new headgear such as Hats, Berets, Helmets and more
- 2 types of Backpacks in several varieties
- large collection of extra head wear accessories such as mufflers, earings, blindfolds, eye patches, collars and more

High-quality retextures of a huge part of vanilla's FO3 Apparel items

Many brand new, custom textures for vanilla FO3 and FOOK Armor and Apparel items

Complete overhaul of all Power Armor and Helmets with Ultra High-quality textures


Ammo, Aid, & Miscellaneous Items

High-quality models and textures for FOOK-added ammo ground models (ammo clips and boxes)

High-quality retextures of vanilla FO3 ammo boxes [WIP]

High-quality retextures of more than 80 vanilla FO3 clutter items

New names, models, and quality textures for most food items

10 new food items added!

37 brand new, custom junk and component items added with custom models and textures [WIP]


Gameplay & Mechanics

Overhaul of Food and Chem effects

Careful adjustment to key Game Settings
- Maximum Damage Resistance increased to 90%
- Slower Weapon and Armor degradation
- Effectiveness of Repair skill reduced

Destructible bottles, and other small clutter objects

New mechanics to breach locks with explosives [FDA]

Increased Realism Features
- Power Armor takes more damage from battle, possibly being destroyed and unrepairable
- Heavy Weapons can always be wielded, but require Power Armor to be truly effective
- Movement speed is reduced while firing Heavy Weapons [WIP]

Overhaul of Repair system [WIP]
- New features to break weapons, armor, and miscellaneous items down into component parts
- New junk and component parts added to appropriate repair lists

Automatic FOSE Detection
- Advanced features automatically disabled or modified if running the game without FOSE
- Game will not break without FOSE (FOSE is strongly recommended)


Visual Effects

Dozens of new visual effects for energy beams, projectiles, impacts, explosions, and critical deaths [FDA]

Greatly improved blood-spatter effects

Brand new, custom Nightvision effects that look authentic and really work!


Options & Settings

Easy to access, single menu for various options [WIP]

Many features can be modified or disabled at any time in game, without the need for additional plugins [WIP]

Single option to remove FOOK-added perks if uninstalling FOOK from an existing game [WIP]


Mod Support

No additional mod support at the moment - please see the Planned Feature List


FOOK Addons

Wasteland And Neighbourhood Kit (W.A.N.K):

All the merged mods were tweaked and customized to work with FOOK and our own design. If you like FOOK, you should also vote for those mods and show your support.

- Minor corrections in all the game world. Ex : Chryslus building now have music, some items were moved, ...
- Minor things put at specific places. Not worth listing them all, but by exemple, now Fort Bannister and Fort Independance got their own Fort Signs, like Constantine.
- A Lot of genericly-named Cells had their named changed for more fun in exploration. Ex : the before nameless Shop in L'Enfant Plaza is now correctly called Madame Jealle's.
- There is now a lot more bodies, skeletons and dead people everywhere. Original Mod : RK Skelette
- There is now a lot of Notes, letters and other texts to found in all DC. Original Mod : DC Confidential
- A [censored]load of Map Markers will be included in a coming update. Goal is to make sure all the map is interesting to explore without being crowded. Will be incompatible with More Map Markers mod.
- You can recruit Amata and Autumn as followers if you make the right choices in two quests.

Canterbury Commons
- "Oldie Herman" and his Blackwater Mercenaries have been hired to protect the town and its caravans, but not against crazy super-freaks. Whoops!

Fort Independance
- The zone is now owned by the Outcasts, meaning you cant steal everything as easily as before.

Gidershade
- Sierra now has finished her collection of Nuka Items. Original Mod : NukaPal
- Sierra Petrovita's Nuka Cola machine can now be opened with the right key. Will you be heartless enough to take the key on her?

Megaton
- The Child of the Atom now have a nice little "temple" for their bomb. Original Mod : Praise Atom

Raven Rock
- Autumn's Room was changed a bit to include his own Terminal with very important lore.
- You should be able to go back into the base once you've left it, but there's so much parameters (Broken Steel, etc.) it may not work that good.

Regulator's HQ
- Can now be entered even without the Lawbringer Perk.
- Has been upgraded to a full house, with furnitures and beds. More story is coming, but there's already some hints on the relationship between the BoS and the Regulators.

Rivet City
- Lag-Barrel of the Market Removed.
- A lot of cleaning was done to remove most of the litter, rubbish and papers, the city should now look like an advanced town instead of a scrapyard.
- The wedding had a nice little overhaul. Nothing too fancy, but still cool. Original Mod : Weddhing Overhaul

Paradise Falls
- You can now Fast Travel from inside the place.

Power Stations
- All Power Stations had their map marker changed to reflet they are owned by Poseidon Energy. Who are those guys ? Check Fallout 2.
- Now all the Terminals in Power Stations have been changed into Poseidon Energy Terminals.

Scrapyard Office
- Littlehorn & Associates can now be entered even without the Contract Killer Perk.
- Sheva Shrike, a Talon Emissary, will give quests ... later.

Tenpenny Tower
- Now has its own radio station. Original Mod : Tenpenny Tower Radio

The Citadel
- Defenses have been beefed up a lot, to look like a real military base. Original Mod : Beefed Up Citadel
- The zone is now owned by the Brotherhood of Steel, meaning you cant steal everything as easily as before.
- A lot of cleaning was done to remove most of the litter, rubbish and papers, the city should now look like an advanced town instead of a scrapyard.

The Clarabella
- This mysterious hospital in DC is closed, but may open its doors soon ...

Vault 76
- Mentionned in the Brotherhood files but not found in the Wasteland, is to be added by [censored]. Still WIP, will you find the temporary location ?
- Using a West Coast Vault Design, it was a former Control Vault. Original Mod : Vault 15

Vault 87
- The zone have been revamped, with a new Overseer Room and a good, working entrance (which will be unlocked only after you are captured by the Enclave).

Vault 101
- Beth forgot to put a security camera on top of the Vault 101 Entrance for the Trouble on the Homefront quest.
- Classroom now have a Terminal.

Vault 112
- Tranquility Lane is now in Technolor, using the same technology as Operation:Anchorage. Original Mod : Full Color Tranquility Lane
- You can now kill Dr Braun if you can access his room. Original Mod : Dr Braum RIP



DLC Improvment Kit (DIK):

All the merged mods were tweaked and customized to work with FOOK and our own design. If you like FOOK, you should also vote for those mods and show your support.
- Corrected a [censored]load of vanilla bugs.
- NPCs of all DLCs will now use a greater variety of weapons and outfits from FOOK. DLCs weapons and outfits have also been integrated into DC NPCs lists.
- All weapons, items, armors and objects effects were balanced and tweaked to fit with the FOOK design.
- Updates to all perks & repair lists to make use of the new stuff. Ex : Heavy Incinerator is now correctly used by Pyromaniac Perk.
- Expands FOOK leveled lists to no less than lvl 30 !
- Explorer perk will now also reveal all DLC locations if you took it before loading them.

Operation:Anchorage
- You can now loot in the VSS Armory a note and a key leading you to the Museum of American History, where the Anchorage Reclamation wing was cleaned and opened for you. Who knows what lies inside ?
- You can find a strange interrogation holotape in the VSS Outpost.
- A lot of things were tweaked to make Anchorage lore more interesting.
- Quite a lot of visual upgrades. Check out Wei DX armors and eidospsogos' hHiRes Chinese Stealth Armor

The Pitt
- The Steel Mill has been updated to give you FOOK ammunitions and to accept a lot more items.

Broken Steel
- You should now be able to finish the Main Quest with any races. Original Mod : Custom Race Endings Broken Steel OverRide
- A cut unique is to be found.
- Quantum Chemist perk has been edited to let you craft Quantum at a Laboratory instead of appearing out of nowhere. Original Mod : My First Laboratory Expanded
- Some perks were tweaked to be either more useful or able to be taken at a lower level.
- Almost Perfect will now raise your stats to 10 if you have the right bobbleheads. Original Mod : Almost Perfect Anytime Bobbleheads
- Beautiful Aqua Pura and Holy Water ! Original Mod : Aqua Pura 3000

Point Lookout
- Two new uniques and perks can be found. Original Mod : Point Lookout Goodies
- You can now find the Mirelurk Ecology Perk and book.
- The light of the Point Lookout world have been tweaked to feel a little better and scarier.
- You can now craft Bio Gas Grenades when you have finished the right quest. Original Mod : My First Laboratory Expanded

Mothership Zeta (separate plugin)
- Changed the workbench to use the vanilla scripts instead of new one, so it can be now used to craft custom things.
- Anchorage Reclamation stuff (Medic Armor, Chase Overcoat) got Operation:Anchorage'd.
- Karma penalty removed for shooting the snotty workers.





Planned Features


To be added during beta development

Weapons

New Crafted, Energy, Exotic, and Heavy Weapons!


Armor & Apparel

Huge new variety of customized outfits, created by mixing & matching existing outfit addons & accessories!


Ammo, Aid, & Miscellaneous Items

Continued expansion of new junk and component items, with brand new custom models

Conversion of some existing static objects into Miscellaneous Items


NPC Appearance

Use of customized NPC faces to better fit each character and setting

Options to use default vanilla FO3 faces


Gameplay & Mechanics

Expansion of Scrapping / Salvage system
- Expansion to include all Armor & Apparel
- Expansion to include new converted static items, such as Radios, Coffee Makers, and Shopping Carts

Extensive Crafting system!
- New Weapons only obtained through crafting
- Ability to craft certain normally occurring Weapons
- Craftable Outfits! New custom Outfits made by combining and adding parts from other outfits and other items!
- Ability to reload spent ammo casings to create more ammunition.
- Improvised Explosive Devices!

Timed Explosives

Conversion of some static objects into movable statics

Expansion of destructible objects, with new visual effects

Destructible Environments

Special Weapon & Outfit Combo bonuses

Adjustment of Faction based NPC spawns (compatible with MMM)


Visual Effects

Continued development / replacement of vanilla FO3 visual effects such as explosions


Options & Settings


In-game option to add or remove the Player Character's PipBoy Glove

Continued in-game support of options for added new features


Mod Support

Development of Compatibility Patches for other popular modifications
- Weapon Mod Kits - Full compatibility with greater weapon crossover than before!
- Mart's Mutant Mod - Full compatibility
- Enclave Commander




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

:: SUPPORT US

If you like this mod and want to support us then the easiest way to do this is to click on some of the adds on our http://www.fookunity.com, it takes just a second and helps us a lot to finance this whole thing and the services we provide.

We enjoy making this mod and offering the services that we do but it costs money so any help is welcome.

For those that would like to help us even more there is the option on our website to make a paypal donation.



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

::The FOOK Team

LinkesAuge - Lead Project Manager

Xporc - Creative Director
HugePinball - Technical Director
wiejiesen - Lead VFX Artist

Shadowborn - Senior Game Designer
Snowcone - Senior 3D Artist

Evhmovover - Concept Developer / QA
atikabubu - Game Designer / QA
Lord Simpson - Game Designer / QA


Thanks to the following Testers for their extensive effort in our Q/A department:

Delacroix
Kwikii1
MacroTM
TNT90
SpaceOden
Achronos118
Captain_CE
dragonfire89
Sturmteufel
cloudancer
ParasiteX
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Sat May 28, 2011 8:02 am

FIRST REPLY, Awesome.

I'm going to try it out :)
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Sat May 28, 2011 5:14 am

ZOMG FIRST POST ZOMG!!!1111111!!!!

Edit : ZOMG NOT FIRST POST ZOMG!!!1111111!!!!
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Sat May 28, 2011 10:04 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.
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Sat May 28, 2011 3:17 am

Seed Seed Seed! Speeds are dropping.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Sat May 28, 2011 7:17 am

Anyone manage to download the thing yet? And no screenies either.
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Sat May 28, 2011 2:47 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 ;)
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Fri May 27, 2011 7:30 pm

Mod Support

Development of Compatibility Patches for other popular modifications
- Weapon Mod Kits - Full compatibility with greater weapon crossover than before!
- Mart's Mutant Mod - Full compatibility
- Enclave Commander


Does it mean, the support is included for these? Because the "please see the Planned Feature List" is kinda empty (To be added during beta development) :P
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Fri May 27, 2011 11:32 pm

I'm considering getting this for something different. How big is the file?
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Sat May 28, 2011 3:55 am

Acky downloading off da 'puter box now..
..and planting seed fer other 'puter stuff to grow from
Acky no good in waiting for stuff..
then me Acky gets frustrated and things tend to break..
But me waiting sothat me can break stuff with Fook.., err.. me test stuff nicely or th' sausagelinks not like Acky no more..
me thinks there lots of nice things to make Acky real shooty hur hur hur





byline:
Acky has his own terminal, automated-inlog -lets face it; otherwise he'ld never get online, and a keyboard that should withstand his usual pounding that he does with a sledgehamer -at least for a week or so
[/explanation and :bolt: before acky finds out I was on his computer -Timothy Robbins]
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Sat May 28, 2011 6:03 am

I'm considering getting this for something different. How big is the file?

It's around 1.07 gigs for the installer.
User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Fri May 27, 2011 7:01 pm

I'm very excited to use this, But I might wait until we get some bug reports/compatibility patches first. Don't wanna break me game :P
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Sat May 28, 2011 1:31 am

looks awesome.gonna try it on my fresh reinstall of Fo3 :D
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Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Fri May 27, 2011 9:57 pm

I'll give it a try tonight.

New mechanics to breach locks with explosives


Does this use the explosive entry mod?
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Fri May 27, 2011 10:24 pm

Dozens of new visual effects for energy beams, projectiles, impacts, explosions, and critical deaths [FDA]

Greatly improved blood-spatter effects


Yes! D/Ling now!

I'm assuming this conflicts with EVE and Enhanced Blood Textures? Please inform, thanks!
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Sat May 28, 2011 8:35 am

It's around 1.07 gigs for the installer.

:blink: That's a hefty download. I might need to wait until next month as I've almost hit my limit for this one.
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Sat May 28, 2011 9:13 am

Is T3T_WT still integrated? Just wanted to ask, I didn't know because I haven't talked to you in so long, Linkes.
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Post » Sat May 28, 2011 6:03 am

I'll give it a try tonight.



Does this use the explosive entry mod?



It's based on the explosives entries mod but it was heavily modified (improved) by Huge and thus EE shouldn't be used with FOOK2.



Is T3T_WT still integrated? Just wanted to ask, I didn't know because I haven't talked to you in so long, Linkes.


Heya m8 and hope T3T isn't integrated. After all the changes etc. we decided to rather do the uniques ourself, has several reasons but too lazy to go into detail. :D


Btw I know that the download is atm kinda slow, thats simply due to the huge amount of downloads and with the huge file size its putting a lot of stress on the server. Should be much better once the first batch of ppl has finished the dl.

Besides that there is also a torrent dl and we would appreciate it if anyone who can helps us to seed the file.
User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Fri May 27, 2011 8:28 pm

Yes! This intends that there will be no more threads asking:
When is FOOK 2.0 coming out?
Should I wait for FOOK 2.0, or should I get 1.6
etc.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Sat May 28, 2011 2:52 am

Sorry for dumb question but are weapons still ridiculously overpowered in FOOK 2? I really, really don't like 3 second battles.
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Sat May 28, 2011 5:59 am

Sorry for dumb question but are weapons still ridiculously overpowered in FOOK 2? I really, really don't like 3 second battles.


they were never ridiculously overpowered, maybe around 50% more damage in average compared to vanilla.

Having said this the balance should be better in FOOK2 and its a bit closer to vanilla while weapons still hurt more.
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Fri May 27, 2011 6:53 pm

can u use SP_destruction with fook2?and EVE?
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Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Sat May 28, 2011 12:16 am

LOL at my download speed...27.3 KB..what the hell haha
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mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Fri May 27, 2011 6:34 pm

LOL at my download speed...27.3 KB..what the hell haha



18kb/s WOOT

SEED
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Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Sat May 28, 2011 8:29 am

18kb/s WOOT

SEED


Stop entering the server! You guys are better than a DDOS attack...
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evelina c
 
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Joined: Tue Dec 19, 2006 4:28 pm

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