[RELz] FOOK2 - Public Beta #2

Post » Sat May 28, 2011 5:57 am

I'm going to get back to bug fixing and further development, free of charge.


This.
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Vicki Blondie
 
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Post » Fri May 27, 2011 6:53 pm

Is there any sort of estimated time line for when the mod will come out of Beta, or more importantly when there may be an MMM patch?
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Catharine Krupinski
 
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Post » Sat May 28, 2011 5:17 am

Is there any sort of estimated time line for when the mod will come out of Beta, or more importantly when there may be an MMM patch?

ETA is: "Don't hold your breath"
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Anthony Santillan
 
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Post » Sat May 28, 2011 5:21 am

Is there any sort of estimated time line for when the mod will come out of Beta, or more importantly when there may be an MMM patch?


Unknown though the current plans are to release a patch once a week on Fridays, assuming there are fixes made each week.

As for MMM, that's up to the author of MMM. He has expressed an interest in doing so, but you probably need to ask him.
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Project
 
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Post » Sat May 28, 2011 5:00 am

Martigen told me that he will start work on a compatibility patch soon but that doesn't mean you should start now to bug him about it. Such things take their time and every mod developer will tell you when its done. It's also hard to give estiminates on such things. Game companies at least know how many ppl work on a project and how much work hours everyone puts into it. Ppl involved in a mod do this in their free time and there can be things at any time that are more important.

That's why I also can't say when the "Beta" will end.

A few months ago I thought our next version would be out by June or July at latest and now we are still working on it. This isn't even due to not having worked enough on it or other issues, we simply decided that we wanted to do more than first planned. You just never know what comes up or if someone new joins the team with ideas, know-how or resources that we'd like to integrate. There is a lot of unpredictibility in mod development especially if you work as a big team.
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Paula Rose
 
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Post » Sat May 28, 2011 5:47 am

...

Ditto, 100%
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Matt Gammond
 
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Post » Sat May 28, 2011 12:56 am

Martigen told me that he will start work on a compatibility patch soon but that doesn't mean you should start now to bug him about it. Such things take their time and every mod developer will tell you when its done. It's also hard to give estiminates on such things. Game companies at least know how many ppl work on a project and how much work hours everyone puts into it. Ppl involved in a mod do this in their free time and there can be things at any time that are more important.

That's why I also can't say when the "Beta" will end.

A few months ago I thought our next version would be out by June or July at latest and now we are still working on it. This isn't even due to not having worked enough on it or other issues, we simply decided that we wanted to do more than first planned. You just never know what comes up or if someone new joins the team with ideas, know-how or resources that we'd like to integrate. There is a lot of unpredictibility in mod development especially if you work as a big team.

You guys take your time. Working on something this big / extensive is pretty taxing, I'm sure.

I'd rather wait a while for you to do a jam-up job, than see you pushed into quickly releasing something less.
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trisha punch
 
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Post » Sat May 28, 2011 8:42 am

And keep in mind that with the beta out you'll get far more feedback and support from the community.
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Barbequtie
 
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Post » Sat May 28, 2011 5:36 am

I've just got a bug to report, possibly. Using the latest patch, I get freezes on level up. I've managed to localise it to FOOK's esm, with no other mods running, no items equipped, in a cell with only one other NPC around (megaton clinic). It happens the exact frame my level increases, and is even triggered by using Player.SetLevel. I've tried dumping the esm to text with FO3Dump and searching for GetLevel but couldn't find anything that looked suspect, so I figured I'd just let you know.

I've got an energy weapons/melee weapons/lockpick character, if that helps.
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Claudia Cook
 
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Post » Sat May 28, 2011 9:55 am

I've just got a bug to report, possibly. Using the latest patch, I get freezes on level up. I've managed to localise it to FOOK's esm, with no other mods running, no items equipped, in a cell with only one other NPC around (megaton clinic). It happens the exact frame my level increases, and is even triggered by using Player.SetLevel. I've tried dumping the esm to text with FO3Dump and searching for GetLevel but couldn't find anything that looked suspect, so I figured I'd just let you know.

I've got an energy weapons/melee weapons/lockpick character, if that helps.
I had a recurrent crash once while my head was crippled, potentially over INT being modified. Try removing all your character's garb and see if you still crash and/or try a stimpack to the noggin? Maybe one of the affixed Actor Effects/object effects mods INT...?
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Kara Payne
 
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Post » Fri May 27, 2011 10:10 pm

As I mentioned I've tried unequipping all my gear, and it's definitely happened when my head hasn't been crippled and when I'm not under the influence of any ingestibles.
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Mr. Allen
 
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Post » Sat May 28, 2011 5:16 am

Just uploaded the v1.2 patch.

Check out the http://fookunity.com/main/index.php?option=com_content&view=article&id=134:fook2-beta-patch-v12-released&catid=45:news-fook&Itemid=96 for more infos.
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Jessica Colville
 
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Post » Sat May 28, 2011 7:47 am

I've just got a bug to report, possibly. Using the latest patch, I get freezes on level up. I've managed to localise it to FOOK's esm, with no other mods running, no items equipped, in a cell with only one other NPC around (megaton clinic). It happens the exact frame my level increases, and is even triggered by using Player.SetLevel. I've tried dumping the esm to text with FO3Dump and searching for GetLevel but couldn't find anything that looked suspect, so I figured I'd just let you know.

I've got an energy weapons/melee weapons/lockpick character, if that helps.

Please post all these details, plus at what level(s) this occurred, your load order, and any other details you can think of, in this thread: http://www.fookunity.com/forum/showthread.php?t=1470

Following the saving recommendation in the main post there may help reduce the chance of this issue, but it still seems to occur. Also please follow the steps at the bottom of the original post about trying to find a previous savegame that works.

Some background for those not aware, this has been occurring randomly and intermittently for a few months now. I haven't been able to determine any one single thing in common when this happens, including the presence of FOOK or not, but Anchorage.esm is involved in the vast majority of reports I've seen. We're particularly concerned about it because disabling the FOOK Anchorage addon (previously FOOK - Anchorage.esp, and now FOOK2 - [DIK] DLC Improvement Kit.esm) often seems to allow users to bypass the freeze. Any insight on this issue either here or in the above mentioned thread would be immensely appreciated!
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Angela Woods
 
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Post » Sat May 28, 2011 7:16 am

Out of curiosity, is there any way to remove weapons I don't like from the mod without having to spend a very long time figuring out how to do it in the geck? I have pretty much 0 experience with it.
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Harry Hearing
 
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Post » Fri May 27, 2011 8:57 pm

Out of curiosity, is there any way to remove weapons I don't like from the mod without having to spend a very long time figuring out how to do it in the geck? I have pretty much 0 experience with it.


no.
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JLG
 
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Post » Fri May 27, 2011 7:04 pm

Out of curiosity, is there any way to remove weapons I don't like from the mod without having to spend a very long time figuring out how to do it in the geck? I have pretty much 0 experience with it.


Yes, delete the mod :)
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Julie Serebrekoff
 
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Post » Fri May 27, 2011 6:51 pm

Please post all these details, plus at what level(s) this occurred, your load order, and any other details you can think of, in this thread: http://www.fookunity.com/forum/showthread.php?t=1470

Following the saving recommendation in the main post there may help reduce the chance of this issue, but it still seems to occur. Also please follow the steps at the bottom of the original post about trying to find a previous savegame that works.

Some background for those not aware, this has been occurring randomly and intermittently for a few months now. I haven't been able to determine any one single thing in common when this happens, including the presence of FOOK or not, but Anchorage.esm is involved in the vast majority of reports I've seen. We're particularly concerned about it because disabling the FOOK Anchorage addon (previously FOOK - Anchorage.esp, and now FOOK2 - [DIK] DLC Improvement Kit.esm) often seems to allow users to bypass the freeze. Any insight on this issue either here or in the above mentioned thread would be immensely appreciated!


Ditto on this. I ran into this exact problem some time ago, when I didn't have any version of FOOK installed. I managed to bypass the issue a couple of times by taking some perks out of order, but it eventually got to the point where it would freeze regardless of what perk I picked. I managed to get a save just before levelling up once and did some testing. In the end I found it was Anchorage.esm that was the source of the problem. No matter what mod out I had, if Anchorage was activate, it froze. If it wasn't, I could level normally. In the end I had to abandon that character, since I had already done the DLC and was using gear from it.
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Tamika Jett
 
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Post » Fri May 27, 2011 9:51 pm

no.

Had a feeling that might be the case, even with fo3 edit.

Yes, delete the mod :)


Since there's not an emote that would match the proper response to this, I am forced to use imageshack.
http://img197.imageshack.us/img197/6637/picardfacepalm2.jpg
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Barbequtie
 
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Post » Fri May 27, 2011 9:18 pm

Out of curiosity, is there any way to remove weapons I don't like from the mod without having to spend a very long time figuring out how to do it in the geck? I have pretty much 0 experience with it.

I'm just curious - did you have specific weapons in mind or is this just a general question?
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Guinevere Wood
 
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Post » Fri May 27, 2011 6:46 pm

Here's a weird bug, kinda creepy too.

Dead people keep blinking their eyes.

I've already made a note of it on fookunity, but I thought I'ld share it here too.

Load order is simple:
Fallout
DLCs
Fook2

I already have a work around for it so I'm ok.
I just blow everyones head off after they've been killed :evil:
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Kate Norris
 
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Post » Sat May 28, 2011 12:09 am

I'm just curious - did you have specific weapons in mind or is this just a general question?


Specifics. Generally, if it looks like a 20/21st century weapon in mint condition, I don't want it in my game because it just downright bothers me. Just seeing mint condition carbines and such seems silly. Infact, Since I don't have anything else to do right now I might as well list them.

MEC Gauss Minigun: dislike the model.
Every ak variant. Their textures seem really new despite their age.
g36: same as above
Gweher 36: ditto
H&K G11: Texture is fine, but it just looks like a rectangle with a clip on it.
Gauss smg: looks really odd compacted like that. The rifle appears fine however
G77, m16, m4, saw: textures, weapons would probably be rare and out of circulation considering their age.
Light support weapon, ha 780 assault rifle: dislike models, the ha is especially strange looking and looks just... wrong.
tommy gun: no...
Skorpion: looks brand new once again
m60: same
baretta: same
mk 23, m19.: yep.
10mm glock: why is it a shiny desert eagle?
yk32 pulse: looks somewhat like a football with a handle
grease gun: yeah.
4 barrel sawn off: really really really wide and silly looking.
barret: various reasons for this one
CAWS: Yep, disliked model again
Spas 12: same as above
dao, dadado, katana: doesn't seem like they would be common in the capitol wasteland, among other things.
Junk blade: model is fine but it is HUGE! like crazy huge.
wakizashi, kilji, naginata, ninjato: same reasons as for the dao dadao etc.
zanmahdao samshir, pudao: same as the other stuff.

Ok, that's the massive amount of weapons I'd be removing. all for various reasons. This is why I asked if it was possible. I'm pretty particular about what weapons I find in the game as you can tell. A ton of the weapons and items added I DO like though in addition to the mods features. Granted, some of these weapons might of already been removed or had their textures changed. The screenshots are several months old at this point.
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Trevor Bostwick
 
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Post » Fri May 27, 2011 10:20 pm

Here's a weird bug, kinda creepy too.

Dead people keep blinking their eyes.

I've already made a note of it on fookunity, but I thought I'ld share it here too.

Load order is simple:
Fallout
DLCs
Fook2

I already have a work around for it so I'm ok.
I just blow everyones head off after they've been killed :evil:


See, the problem with that is the top option there. Fallout. It's a moderately known bug in the engine, has nothing to do with FOOK.
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marie breen
 
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Post » Fri May 27, 2011 11:13 pm

See, the problem with that is the top option there. Fallout. It's a moderately known bug in the engine, has nothing to do with FOOK.

Yeah, wasn't sure and couldn't find the info on it.

Still creepy though.. first time I've ever seen it.

But then it was only a few weeks ago that I saw my first flying deathclaw -made me feel like I was part of the gang :)
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Jodie Bardgett
 
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Post » Sat May 28, 2011 4:22 am

It is kind of strange that a large portion of the FOOK2 weapons feel brand spanking new. I like the weapons, I just kind of feels more like Crysis than Fallout 3.
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claire ley
 
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Post » Sat May 28, 2011 7:00 am

It isn't strange cause retexturing a few hundred textures to look dirty/used etc. isn't exactly a small task.

So could we stop these stupid comments about weapons being new, that's obvious to anyone and we are aware of it.
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Janeth Valenzuela Castelo
 
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