[RELz] FOOK2 - Public Beta #2

Post » Sat May 28, 2011 6:21 am

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



CASM has timed autosave (default is every 5 minutes IIRC) and also it doesnt automatically overwrite the latest save but makes a new ones up to ten times (can be changed too) and then the oldest one gets overwriten and so on. Useful if you want to return to earlier point for reason or another. When using CASM, quicksave is done by F4 and quickload by F8.
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lauraa
 
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Post » Fri May 27, 2011 10:37 pm

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.
Try http://www.mediafire.com/download.php?diqfy4jukyd. It will assuredly remove the references which [DIK] replaces, hopefully ensuring the staggered ref thing doesn't happen. Load it after FOOK2 - [DIK] DLC Improvement Kit.esp. Let us know if it solves anything. :)
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KU Fint
 
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Post » Fri May 27, 2011 10:47 pm

Try http://www.mediafire.com/download.php?diqfy4jukyd. It will assuredly remove the references which [DIK] replaces, hopefully ensuring the staggered ref thing doesn't happen. Load it after FOOK2 - [DIK] DLC Improvement Kit.esp. Let use know if it solves anything. :)



I loaded up the files you offered as you said, placing them below the [DIK] references in the load order, then pulled up an old save and ran back up to the detainment camp. However, this doesn't change the bug. Both the items are still duplicated. I pulled up the modified file you offered in FO3 Edit and found the reference that adds the new weapons to where the old weapons were placed, but nothing that removes the original weapons from Point Lookout's placement. I don't have the GECK installed right now to check that, or I would have. But in this particular case, the modified DIK file does nothing.
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jennie xhx
 
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Post » Sat May 28, 2011 8:25 am

Can you click on both and get their Form ID's? So long as it's loading before [DIK]'s esp, there should only be one gun in each instance as they're both children of a common parent, one with its "Set enable state to opposite of parent" flag checked.

Are you sure your load order is:

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


Edit: Don't worry about the form ID's as I found 'em in DLC04CampOffices and had missed them. All similar instances should be remedied by 1.3 *done
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clelia vega
 
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Post » Sat May 28, 2011 4:06 am

Has the FOOK team thought of adding an enclave combat armor Mk2 to enclave npcs, alongside making a Enclave Light Infantry class like in FO2? Or Talon Company CA Mk2? Or Ranger CA Mk2? Or Tenpenny Tower CA Mk2?
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Rik Douglas
 
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Post » Sat May 28, 2011 4:02 am

Is there a patch for to use with Simple Needs? I'm using the mod now but due to FOOK changing all items that you can drink or eat, the formerly mentioned mod doesn't count them as eaten or drunk. Which is bad since my character keeps dying due to starvation and dehydration no matter how much I eat or drink.

Needless to say, it's VERY irritating. I'm using the .esm version of the mod so I can't load it after FOOK (which would solve the issue) since FOMM throws it back up above the .esps anyway.
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SUck MYdIck
 
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Post » Sat May 28, 2011 1:28 am

Is there a patch for to use with Simple Needs? I'm using the mod now but due to FOOK changing all items that you can drink or eat, the formerly mentioned mod doesn't count them as eaten or drunk. Which is bad since my character keeps dying due to starvation and dehydration no matter how much I eat or drink.

Needless to say, it's VERY irritating. I'm using the .esm version of the mod so I can't load it after FOOK (which would solve the issue) since FOMM throws it back up above the .esps anyway.

You could make a patch plugin or add in unified edits to a MergedPatch with FO3Edit. Copy as overrides all the red ingestibles into the patch and then drag the overwritten effect data into your Merged Patch and everything should work out for both FOOK2 and Simple needs if it's done properly.
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Heather Kush
 
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Post » Fri May 27, 2011 9:58 pm

You could make a patch plugin or add in unified edits to a MergedPatch with FO3Edit. Copy as overrides all the red ingestibles into the patch and then drag the overwritten effect data into your Merged Patch and everything should work out for both FOOK2 and Simple needs if it's done properly.

I was going to do that but it'd be my first try on the said and I didn't really want to risk ruining the whole game if I do something wrong. But I'll give it a shot, though.
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Penny Wills
 
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Post » Sat May 28, 2011 3:24 am

I was going to do that but it'd be my first try on the said and I didn't really want to risk ruining the whole game if I do something wrong. But I'll give it a shot, though.
FO3Edit is pretty intuitive and learning its ropes is enabling. Once FOOK2 is out of beta and all the dust settles, I don't doubt at all there will be all sorts of compatibility patches available, but in the interim... If you haven't already, check out Miaximus' http://www.fallout3nexus.com/downloads/file.php?id=8629 as it's jam-packed with great info about how to use FO3Edit. :)
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Anna S
 
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Post » Sat May 28, 2011 2:42 am

Hi, I have some questions that are FOOK2 and EVE related.

Firstly, the EVE esp that you can install with FOOK2 is this a stand alone version of EVE or a compatibility plug-in and you have to install EVE alongside FOOK2?

This is more of an observation than a question, I let the FOOK install the "FOOK2 - [EVE] Energy Visuals Enhanced.esp" and when I load it into FO3Edit i get errors which are:-

[00:03] Background Loader: [FOOK2 - Main.esm] Building reference info.[00:05] Background Loader: [FOOK2 - [EVE] Energy Visuals Enhanced.esp] Building reference info.[00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: EnergyImpactRed [IPCT:0001F4C2][00:05] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: ImpactEnergyGreen01 [IPCT:000361E5][00:05] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: ImpactEnergyGreenFlesh01 [IPCT:000361E6]\[00:05] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: EnergyImpactRed02 [IPCT:03000EA9][00:05] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: ImpactEnergyGreen02 [IPCT:03007FD9][00:05] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: [ArchiveInvalidationInvalidated!.bsa] Loading Resources.[00:05] Background Loader: [Fallout - Textures.bsa] Loading Resources.[00:05] Background Loader: [Fallout - Meshes.bsa] Loading Resources.[00:06] Background Loader: [Fallout - Voices.bsa] Loading Resources.[00:09] Background Loader: [Fallout - Sound.bsa] Loading Resources.[00:09] Background Loader: [Fallout - MenuVoices.bsa] Loading Resources.[00:12] Background Loader: [Fallout - Misc.bsa] Loading Resources.[00:12] Background Loader: [D:\Fallout 3\Data\] Setting Resource Path.[00:12] Background Loader: finishedError: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414EErrors were found in: ImpactEnergyGreenFlesh01 [IPCT:000361E6]Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1


I just wondered if I've installed it correctly or there is a problem with the plug-in.
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Claudia Cook
 
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Post » Sat May 28, 2011 5:44 am

edit: Original problem fixed by reinstalling Broken Steel

- However, I've noticed that Col. Autumn's laser pistol does not fire. At all. It simply does not operate.
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I’m my own
 
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Post » Fri May 27, 2011 9:24 pm

Hi, I have some questions that are FOOK2 and EVE related.

Firstly, the EVE esp that you can install with FOOK2 is this a stand alone version of EVE or a compatibility plug-in and you have to install EVE alongside FOOK2?

This is more of an observation than a question, I let the FOOK install the "FOOK2 - [EVE] Energy Visuals Enhanced.esp" and when I load it into FO3Edit i get errors which are:-

[00:03] Background Loader: [FOOK2 - Main.esm] Building reference info.[00:05] Background Loader: [FOOK2 - [EVE] Energy Visuals Enhanced.esp] Building reference info.[00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: EnergyImpactRed [IPCT:0001F4C2][00:05] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: ImpactEnergyGreen01 [IPCT:000361E5][00:05] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: ImpactEnergyGreenFlesh01 [IPCT:000361E6]\[00:05] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: EnergyImpactRed02 [IPCT:03000EA9][00:05] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E[00:05] Background Loader: Errors were found in: ImpactEnergyGreen02 [IPCT:03007FD9][00:05] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1 [00:05] Background Loader: [ArchiveInvalidationInvalidated!.bsa] Loading Resources.[00:05] Background Loader: [Fallout - Textures.bsa] Loading Resources.[00:05] Background Loader: [Fallout - Meshes.bsa] Loading Resources.[00:06] Background Loader: [Fallout - Voices.bsa] Loading Resources.[00:09] Background Loader: [Fallout - Sound.bsa] Loading Resources.[00:09] Background Loader: [Fallout - MenuVoices.bsa] Loading Resources.[00:12] Background Loader: [Fallout - Misc.bsa] Loading Resources.[00:12] Background Loader: [D:\Fallout 3\Data\] Setting Resource Path.[00:12] Background Loader: finishedError: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414EErrors were found in: ImpactEnergyGreenFlesh01 [IPCT:000361E6]Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1


I just wondered if I've installed it correctly or there is a problem with the plug-in.
Install EVE separately and just use the included FOOK2 EVE plugin as a substitute so EVE's edits will also be applied to the new FOOK weapons. Are you using FO3Edit v2.5.3? You shouldn't be getting that error if you're using the most current FO3Edit.

- However, I've noticed that Col. Autumn's laser pistol does not fire. At all. It simply does not operate.
We'll have a look at it. Thanks for the heads up. :)
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Deon Knight
 
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Post » Sat May 28, 2011 4:17 am

Is anything planned for that tribal in Megaton? Or is she just there for aesthetics?
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Steve Fallon
 
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Post » Fri May 27, 2011 6:35 pm

Thanks JustinOther, I was using FO3Edit v2.5.2 and after the update to 2.5.3 the error is gone.

I've installed EVE, does the fOOK2 plugin need to be loaded before or after EVE?

:)
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ruCkii
 
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Post » Fri May 27, 2011 6:53 pm

Patch v1.3 released, see our news http://fookunity.com/main/index.php?option=com_content&view=article&id=136:fook2-beta-patch-v13-finally-out&catid=45:news-fook&Itemid=96.
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Jerry Jr. Ortiz
 
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Post » Sat May 28, 2011 6:44 am

Do the FOIP patches for MMM and WMK have to be updated for FOOK2 1.3 or are they still compatible with the new Beta?
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Jade Payton
 
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Post » Sat May 28, 2011 6:43 am

Do the FOIP patches for MMM and WMK have to be updated for FOOK2 1.3 or are they still compatible with the new Beta?


Looking at the readme I see no reason they wouldn't be.
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ladyflames
 
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Post » Fri May 27, 2011 8:22 pm

Heads up all: I goofed with the WANK plugin while making sure the removed references stayed dead, but in a really easy way to remedy. For those playing with the WANK plugin(s), please plug http://www.mediafire.com/download.php?ddmiokdhmgj in, load your save, wait about five or six seconds, then save OR just ~StartQuest FookWankSwitchQUST. Doing either once will set things straight.

Update: 1.3b is up which remedies the above mishap.

My apologies.

JustinOtherREF.DrawAndQuarter x_X

Do the FOIP patches for MMM and WMK have to be updated for FOOK2 1.3 or are they still compatible with the new Beta?
I just double checked with FO3Edit to confirm Grifman's suspicion and the FOIP plugins should still work exactly as intended with 1.3.
I've installed EVE, does the fOOK2 plugin need to be loaded before or after EVE?
:)
Load the EVE plugin after FOOK2 - Main.esp

  • Fallout3.ESM
  • Anchorage.ESM
  • ThePitt.ESM
  • BrokenSteel.ESM
  • PointLookout.ESM
  • Zeta.ESM
  • CALIBR.ESM
  • FOOK2 - Main.ESM
  • FOOK2 - [WANK] World and Neighbourhood Kit.ESM
  • FOOK2 [DIK] DLC Improvement Kit.ESM
  • FOOK2 - Main.esp
  • FOOK2 - [EVE] Energy Visuals Enhanced.esp
  • FOOK2 - [WANK] - Regulator Overhaul.esp
  • FOOK2 - [DIK] DLC Improvement Kit.esp
  • FOOK2 - Mothership Zeta.esp <-- Requires Anchorage.ESM
  • MyFOOK2 plugin(s)

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kyle pinchen
 
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Post » Sat May 28, 2011 2:16 am

Thanks JustinOther
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James Smart
 
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Post » Sat May 28, 2011 9:18 am

I know there is no list of included mods yet as that is a big undertaking.

But does anyone know if Galahut's Missing Unique Armor/Clothing or his Missing Unique Weapons is included in this FOOK2?

And does FOOK2 change vanilla unique weapons, as I would like to use DragonTamer's UWWUT mod (I know, I know...I'm not supposed to use ANYTHING along with FOOK2 Beta).
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Lexy Dick
 
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Post » Fri May 27, 2011 6:02 pm

Recently installed FOOK2 with Patch ver 1.3 from FOOK ver. 1.5 (probaly might be the cause of my problem), I using Phalanx and some of my companons and my gear have been removed out of their and my possesions'. For example, my Dan Wesson Pistol is now gone, I found a another tab on FOOK2's nexus page that dealt with item codes, I tried player.additem fk040305 1 100 and it couldn't find the object's id. So I'll guess my problem is more in the ways of the fundamentals of using console commands to add items, or not, but I want to be sure of how to add back my group's items from my previous FOOK.
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Danielle Brown
 
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Post » Sat May 28, 2011 8:03 am

But does anyone know if Galahut's Missing Unique Armor/Clothing or his Missing Unique Weapons is included in this FOOK2?

And does FOOK2 change vanilla unique weapons, as I would like to use DragonTamer's UWWUT mod (I know, I know...I'm not supposed to use ANYTHING along with FOOK2 Beta).

I don't think Galuhut's mod is specifically included, but I believe most or all of the unused vanilla items are added somewhere in-game by FOOK2.

Currently, none of the vanilla unique meshes are changed by FOOK2, unless you use the EVE addon in which case Smuggler's End will be a Wattz 1000 Laser Pistol (with improved textures I believe) and A3-21's Plasma Rifle will be the http://www.fallout3nexus.com/downloads/images/8340-5-1249739448.jpg. So you could use UWWUT, but unless Drag0ntamer or someone else has made a FOOK2 version, the uniques stats won't be balanced with the rest of FOOK2.


Recently installed FOOK2 with Patch ver 1.3 from FOOK ver. 1.5 (probaly might be the cause of my problem), I using Phalanx and some of my companons and my gear have been removed out of their and my possesions'. For example, my Dan Wesson Pistol is now gone, I found a another tab on FOOK2's nexus page that dealt with item codes, I tried player.additem fk040305 1 100 and it couldn't find the object's id. So I'll guess my problem is more in the ways of the fundamentals of using console commands to add items, or not, but I want to be sure of how to add back my group's items from my previous FOOK.

FOOK2 is not an upgrade from previous versions. You should remove all previous FOOK 1.x files, although leaving them there won't cause any problems - unless you're still loading any old ESM/ESP files which most certainly WILL cause problems. I don't know if there are any compatibility issues using Phalanx with FOOK2, although I'd like to find out sometime because it's a great mod and I'd like for people to be able to use it alongside FOOK2.

As for getting old items back, there are instructions at the top of the itemcode lists explaining how to use them, but I think you'll find the God Containers much more convenient. When in-game, press the '=' hotkey to bring up the FOOK2 Test Options menu, and select "God Containers". The rest should be self-explanatory. ;)
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Ludivine Dupuy
 
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Post » Fri May 27, 2011 6:32 pm

I don't think Galuhut's mod is specifically included, but I believe most or all of the unused vanilla items are added somewhere in-game by FOOK2.

Currently, none of the vanilla unique meshes are changed by FOOK2, unless you use the EVE addon in which case Smuggler's End will be a Wattz 1000 Laser Pistol (with improved textures I believe) and A3-21's Plasma Rifle will be the http://www.fallout3nexus.com/downloads/images/8340-5-1249739448.jpg. So you could use UWWUT, but unless Drag0ntamer or someone else has made a FOOK2 version, the uniques stats won't be balanced with the rest of FOOK2.



FOOK2 is not an upgrade from previous versions. You should remove all previous FOOK 1.x files, although leaving them there won't cause any problems - unless you're still loading any old ESM/ESP files which most certainly WILL cause problems. I don't know if there are any compatibility issues using Phalanx with FOOK2, although I'd like to find out sometime because it's a great mod and I'd like for people to be able to use it alongside FOOK2.

As for getting old items back, there are instructions at the top of the itemcode lists explaining how to use them, but I think you'll find the God Containers much more convenient. When in-game, press the '=' hotkey to bring up the FOOK2 Test Options menu, and select "God Containers". The rest should be self-explanatory. ;)


Sorry for the bad wording, I didn't mean that Phalanx had an incompatability I was just being specific for myself - as I never had any problems with any previous verison of FOOK and Phalanx, and have talked with my party and Phalanx's dialouge commands come up executable and functional. The God Containers were what I was looking for, thanks alot for the hotkey, I got back what my party and myself were missing plus a few extras for myself from what I missed so far out in the Fallout 3's campaign's beginning with FOOK2. :goodjob:
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Marta Wolko
 
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Post » Sat May 28, 2011 5:06 am

Does anyone else get a naked Moriarty when using FOOK2? (I'll admit I use other mods and perhaps there is a conflict somewhere, but FOOK2 is the one the makes him naked)
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Eileen Müller
 
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Post » Fri May 27, 2011 11:36 pm

Does anyone else get a naked Moriarty when using FOOK2? (I'll admit I use other mods and perhaps there is a conflict somewhere, but FOOK2 is the one the makes him naked)


Unless you name your mods with a load order, we're just guessing . . .
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Nicole Coucopoulos
 
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