[RELz] FOOK2 - Public Beta #2

Post » Sat May 28, 2011 8:42 am

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.

...

Ah, I see. Well perhaps before you continue making yourself sound foolish, you should base your statements on what is actually in FOOK2 and not FOOK v1.6. Most of the issues you describe have been dealt with, and the few which have not are planned.

I have a feeling the same may be said of Kistler's remark.
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Eve Booker
 
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Post » Sat May 28, 2011 2:41 am

Ah, I see. Well perhaps before you continue making yourself sound foolish, you should base your statements on what is actually in FOOK2 and not FOOK v1.6. Most of the issues you describe have been dealt with, and the few which have not are planned.

I have a feeling the same may be said of Kistler's remark.


Hehehe, I noticed too that he was talking about FOOK 1.6 but you beat me to it :)
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Georgine Lee
 
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Post » Sat May 28, 2011 7:11 am

Hello,

New MMM RC 4.1 finally released, fixing a number important issues:

::: http://www.gamesas.com/bgsforums/index.php?showtopic=1034712

Additionally, a new FOIP package for MMM is complete and uploaded at the FOIP page that includes support for the new FOOK2 beta:

::: http://www.fallout3nexus.com/downloads/file.php?id=4968
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Steve Fallon
 
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Post » Fri May 27, 2011 10:46 pm

Great work Martigen. :)

This means that we now also officialy "allow/support" the use of MMM with the FOOK2 beta.

The compatibility patch will also be available on our DL page.
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Julia Schwalbe
 
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Post » Fri May 27, 2011 7:39 pm

Additionally, a new FOIP package for MMM is complete and uploaded at the FOIP page that includes support for the new FOOK2 beta:

And with that you may now all use MMM with FOOK2 :)

We still ask that when reporting bugs or technical issues that you first disable MMM and try to replicate the problem, as this will help determine if any such issues are in FOOK2 or the compatibility patch.


Thanks again Martigen for your great work!
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Eduardo Rosas
 
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Post » Sat May 28, 2011 7:44 am

And with that you may now all use MMM with FOOK2 :)

We still ask that when reporting bugs or technical issues that you first disable MMM and try to replicate the problem, as this will help determine if any such issues are in FOOK2 or the compatibility patch.


Thanks again Martigen for your great work!

No worries :)

Let me know how it goes, I haven't run it in game yet, short on time but it should be golden *crosses fingers*.
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Juan Cerda
 
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Post » Sat May 28, 2011 3:14 am

found a bug. when you wear PA and your over your carry limit. its says that you are overencumbert. but you arent. because the PA carries itself. result: you cant fast travel.
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victoria johnstone
 
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Post » Sat May 28, 2011 8:45 am

found a bug. when you wear PA and your over your carry limit. its says that you are overencumbert. but you arent. because the PA carries itself. result: you cant fast travel.


erm wut?
PA's add a carry weight bonus but if you are over that then it's ofc still overcumbered.
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Kyra
 
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Post » Sat May 28, 2011 9:09 am

well. it count like my limit without PA when iam wering power armor
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Yvonne Gruening
 
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Post » Fri May 27, 2011 9:40 pm

Okay... You're not being very clear in your bug report here. To clear it up, power armor gives a bonus to your carry weight roughly equal to the weight of the armor. So if you can normally carry 250 lbs and you put on power armor that gives you +50lbs, you can now carry 300lbs, which will be shown in the pip boy. However power armor normally weights 45-50 lbs, and still does, so you're effectively not getting any extra carry weight (aside from any the strength bonus might give you). The upshot being it really doesn't change how much you can carry, and the armor isnt' 'weightless when worn'. It just adds extra carry weight to carry itself as a work around, since you can't change the weight value of an item dependent on whether or not it's being worn.

The general upshot being that wearing power armor doesn't change how encumbered you are. Carrying it does however. If you were over the weight limit when you picked up and put on power armor, you will most likely still be afterwards.
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scorpion972
 
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Post » Sat May 28, 2011 9:11 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.


A lot of the "new" weapons are infact new, aren't they?
Spoiler
Talon is getting their guns from the Enclave, who is making new guns. Hence, Talon's guns are probably new too.

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City Swagga
 
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Post » Sat May 28, 2011 3:38 am

yep thats true but the game thinks that my limited for encumbrence 250lbs is (for instance) i can still walk when i wear pa. because i have 300. but there is a constant message saying your overemcumberd. so i cant fast travel but i can still run.
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Ezekiel Macallister
 
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Post » Fri May 27, 2011 11:12 pm

Did you happen to wear PA when you upgraded FOOK?

Also I think MMM is overriding FOOK's changes to merchants. Crow no longer looks like a Tribal and doesnt have any of the new items.
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Gen Daley
 
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Post » Sat May 28, 2011 5:49 am

Is anyone having problems with quickloading in middle of game? I can load the game in main menu and game works just fine (other than slightly increased CTDs) and saving works just fine, but if I try to quickload in middle of the game, it freezes. I have to CTRL+ALT+DEL myself out of the game. Only things I am running are DLCs, FOOK2, UFP, MMM with compatibility patch and Fellout and a couple of mods that add a completely new weapon or two which should not conflict with FOOK2 at all as far as I can think.
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Jamie Lee
 
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Post » Sat May 28, 2011 8:22 am

That's an engine error, the game doesn't handle quickloads properly, or in fact any load that doesn't happen from the main menu. Any large or complicated mod (and FOOK is both) will cause CTDs on quickload as the game doesn't reload everything and tries using a mash of old and new references and fails.
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Jesus Duran
 
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Post » Sat May 28, 2011 12:04 am

yep thats true but the game thinks that my limited for encumbrence 250lbs is (for instance) i can still walk when i wear pa. because i have 300. but there is a constant message saying your overemcumberd. so i cant fast travel but i can still run.



Isn't that how it has always been? Can you run?
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Madeleine Rose Walsh
 
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Post » Fri May 27, 2011 11:10 pm

That's an engine error, the game doesn't handle quickloads properly, or in fact any load that doesn't happen from the main menu. Any large or complicated mod (and FOOK is both) will cause CTDs on quickload as the game doesn't reload everything and tries using a mash of old and new references and fails.



So, are you saying that everyone will have this problem with FOOK2? Damn. That svcks. But mine doesnt really CTD, but freeze and game does nothing. This is a first time I have encountered this issue though, and I have used a lot of large mods in both Fallout3 and Oblivion. Quickload has always worked. Well okay, not always. CTDs have happened from time to time but thats normal for this crappy engine Beth uses.
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Miss K
 
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Post » Fri May 27, 2011 10:53 pm

Actually, they're saying you can have this problem with or without FOOK. It's nothing inherent in the mod, but any mods installed can make the problem worse. It's just something you have to live with but not quickloading.

I started doing Point Lookout last night, and I came across a couple of niggling details. First of all, the sound when the Henry Rifle fires has an odd metalic DINK at the end that's very out of place. It sounds like someone's hitting a metal pipe with a hammer or something.

Also, in the office of the prison camp, two items are duplicated. The .44 revolver in the captain's office and the sniper rifle in armory area. When just looking at them, it looks like a single gun, but if you bump the desk or table, it splits into two guns that were occupying the same space. The revolver becomes a standard .44 magnum and a Tarus magnum, and the sniper rifle becomes the FOOK version of the sniper rifle and a WA-2000.
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Gemma Flanagan
 
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Post » Sat May 28, 2011 12:46 am

Actually, they're saying you can have this problem with or without FOOK. It's nothing inherent in the mod, but any mods installed can make the problem worse. It's just something you have to live with but not quickloading.

I started doing Point Lookout last night, and I came across a couple of niggling details. First of all, the sound when the Henry Rifle fires has an odd metalic DINK at the end that's very out of place. It sounds like someone's hitting a metal pipe with a hammer or something.

Also, in the office of the prison camp, two items are duplicated. The .44 revolver in the captain's office and the sniper rifle in armory area. When just looking at them, it looks like a single gun, but if you bump the desk or table, it splits into two guns that were occupying the same space. The revolver becomes a standard .44 magnum and a Tarus magnum, and the sniper rifle becomes the FOOK version of the sniper rifle and a WA-2000.



This just reminded me that perhaps I should try starting a new game and see if this problem persists. Some mods have come and gone in my current character and perhaps FOOK2 was the last straw that makes the game unquickloadable. If the quickload works just fine on new game, then ita obvious that my savegame is just FOOKed up from excessive mess. If problem persists, I have to start digging deeper in my active mod list.
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Jose ordaz
 
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Post » Fri May 27, 2011 10:05 pm

This just reminded me that perhaps I should try starting a new game and see if this problem persists. Some mods have come and gone in my current character and perhaps FOOK2 was the last straw that makes the game unquickloadable. If the quickload works just fine on new game, then ita obvious that my savegame is just FOOKed up from excessive mess. If problem persists, I have to start digging deeper in my active mod list.

I STRONGLY recommend http://www.fookunity.com/forum/showthread.php?t=1508.
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Roisan Sweeney
 
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Post » Sat May 28, 2011 9:01 am

I STRONGLY recommend http://www.fookunity.com/forum/showthread.php?t=1508.



Already using FOSE and CASM. Couldnt live without latter. :)
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Iain Lamb
 
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Post » Sat May 28, 2011 10:10 am

so fook2 wont be playable with autosaves? damn
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Lauren Denman
 
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Post » Sat May 28, 2011 3:05 am

so fook2 wont be playable with autosaves? damn




There shouldnt be any reason why games internal autosave would cause FOOK2 particular problems, but it is true that internal autosave svckS and has often caused problems. You should get CASM mod which will handle your saves. And I just tested on new game and atleast inside Vault 101 quickloads worked just fine. So that probaply means that my old character save is too bloated with all the mods that I have been using earlier and then added FOOK2 later. Quickload, with the way it is handled by the engine, gets confused and freezes. Bit dissapointing, I have played this character a lot and it has been hard to keep him neutral. (my first time I try to play 100% neutral character. Its really hard! Going to good side is way too easy)
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Ben sutton
 
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Post » Fri May 27, 2011 9:39 pm

Once again, the problem is not with FOOK in itself, it's with the game engine. And quick saving is no problem (I do it all the time with no issues). The problem lies with quick loading, and the same issue has been reported many times with many different mod load outs, not just FOOK. The simple and easy solution is to just never use quickload. You can load your quick saves just fine from the load menu. Though now that I know about it, I'm going to give CASM a try.
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Krystal Wilson
 
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Post » Fri May 27, 2011 7:26 pm

that casm thing can autosave?
there are countless times when autosave did it when i forgot to quicksave
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Nims
 
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