[RELz] FOOK2 - Public Beta #2

Post » Fri May 27, 2011 8:17 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.
fk = fook's load order position.
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Sat May 28, 2011 5:03 am

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

I know I need to list my load order in order for someone to help me if it is a conflict. But I also know it is a big NO-NO to gripe about conflicts until FOOK2 comes out of Beta...the FOOK2 team gets really uptight about people using it with any other mods than MMM and WMK and tells us not to even ask for help unless the problem is occurring with FOOK2 running by itself with nothing else.

So that is why I am merely asking if Moriarty being naked is a known bug in FOOK2? If not, I will live with it or try to troubleshoot the mod conflict myself.
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Fri May 27, 2011 6:07 pm

I know I need to list my load order in order for someone to help me if it is a conflict. But I also know it is a big NO-NO to gripe about conflicts until FOOK2 comes out of Beta...the FOOK2 team gets really uptight about people using it with any other mods than MMM and WMK and tells us not to even ask for help unless the problem is occurring with FOOK2 running by itself with nothing else.

So that is why I am merely asking if Moriarty being naked is a known bug in FOOK2? If not, I will live with it or try to troubleshoot the mod conflict myself.

Well, the simple way to determine this is to disable the other mods (or disable FOOK2), load your game and see if the problem still occurs. Of course in this case you'd need to wait 4 days in an empty cell because it's related to NPC inventory.

ps - I'm working on a plugin that will eliminate the need to wait 4 days to ensure NPCs have the proper inventory. I'll hopefully have something suitable for release soon, since I've always thought that was a pain in the [censored].
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Sat May 28, 2011 6:43 am

I should add that there's a thread on the fook2 forums about what mods will run with Fook 2 beta. New Perk Mods should be okay. Carrying Capacity increasing mods should be okay.

Note: The team will not murder you for playing with other mods. :)
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Fri May 27, 2011 6:25 pm

Note: The team will not murder you for playing with other mods. :)
...So long as no one complains about or reports bugs while other mods are in the mix without having isolated the problem(s) as FOOK2 related as, particularly while it's in beta, none of us want to be stuck tracking down bugs that don't have anything to do with FOOK2. Most understand the importance of isolating the cause of a problem before pointing at any given mod as 'the culprit', but all too often problems are attributed to any given mod when the user hasn't installed properly, didn't read pertinent related info, hasn't checked for conflicts before throwing a gazillion other mods into the mix, or in some cases even trying to load another plugin before Fallout3.ESM. -__-

:)
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Sat May 28, 2011 12:27 am

SAKO TRG-42 seems to be missing a texture.
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Sat May 28, 2011 9:42 am

SAKO TRG-42 seems to be missing a texture.
Hmmm... I just checked and that model looks fine. Have you installed Archive Invalidation Invalidated! or used FOMM's AII?
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Fri May 27, 2011 10:44 pm

I'm still missing textures for the Kneecaper and Vampire's Edge.
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Sat May 28, 2011 2:27 am

Hmmm...OK, I disabled every mod I have except the DLC's and all the FOOK files. I still get a naked Moriarty and I notice I also get naked caravan guards (and Crow is also naked but he is the only merchant that seems to have the issue). And I waited over the respawn time in my house.

I do use both Type V female body replacer and Breeze's Male body replacer. Could it be the body replacer textures/meshes that make certain NPC's naked and those are incompatible w/ FOOK2? Or do I have some weird glitch in my game with FOOK2 that no one else seems to have (it wouldn't surprise me as I have also had problems in the past no one else in the world seemed to have).
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Fri May 27, 2011 9:25 pm

I'm still missing textures for the Kneecaper and Vampire's Edge.
I just spent about two hours double checking (equip/unequip/fire/drop/icon) http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/FOOK2WeaponsALL.png and NONE were missing textures, including http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/TheKneecapper.png and http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/VampiresEdge.png. Are you sure you're patched to FOOK2 v1.3 and have applied the patches over the initial install? Have you installed Archive Invalidation Invalidated! or used FOMM"s AII feature? As I'm unable to reproduce these missing texture issues, I have to ask...

If your Fallout 3 is installed to a non-default location, had you also redirected the FOOK2 installers?
Hmmm...OK, I disabled every mod I have except the DLC's and all the FOOK files. I still get a naked Moriarty and I notice I also get naked caravan guards (and Crow is also naked but he is the only merchant that seems to have the issue). And I waited over the respawn time in my house.

I do use both Type V female body replacer and Breeze's Male body replacer. Could it be the body replacer textures/meshes that make certain NPC's naked and those are incompatible w/ FOOK2? Or do I have some weird glitch in my game with FOOK2 that no one else seems to have (it wouldn't surprise me as I have also had problems in the past no one else in the world seemed to have).
I can't seem to reproduce this problem... As bugs go, that's a pretty funny one. :biglaugh: Honestly, I really doubt it's FOOK related.
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Sat May 28, 2011 1:51 am

SAKO TRG-42 seems to be missing a texture.


I'm guessing you're using WMK-FOOK2 v1.0? That's a known issue - it will be fixed in the next WMK-FOOK2 update. Details (including temporary fix) http://www.gamesas.com/bgsforums/index.php?showtopic=1032092&view=findpost&p=15026412.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Sat May 28, 2011 8:59 am

I troubleshooted again, and guess what, if I have nothing but Fallout.esm and the dlc esm's active, I have caravans with unnamed guards, all with clothes. If I activate FOOK2.esm and FOOK2 - main.esp (even without all the other FOOK2 files such as W$NK), I get named caravan guards who are always naked and a naked Crow. Same goes with Moriarty, and I'm sure if I kept on playing and exploring I would find a lot more naked people as well. So, for me, it is without a doubt FOOK2 related.

I would think this is completely an esp issue, but is there any possibility that there is an incompatibility with the FOOK2.esm and FOOK2 - main .esp files and texture/mesh files I have in my folders such as body replacers and files used by mods that are currently deactivated or is the only way to have a naked NPC from loot lists being screwed up? I am getting pretty frustrated by this, especially since I seem to be the only one out there with a bunch of naked people running around.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Sat May 28, 2011 3:43 am

Does not happen to me, sorry. Makes no sense either. :(
Maybe you should post on the FOOK forums?
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Fri May 27, 2011 7:56 pm

I troubleshooted again, and guess what, if I have nothing but Fallout.esm and the dlc esm's active, I have caravans with unnamed guards, all with clothes. If I activate FOOK2.esm and FOOK2 - main.esp (even without all the other FOOK2 files such as W$NK), I get named caravan guards who are always naked and a naked Crow. Same goes with Moriarty, and I'm sure if I kept on playing and exploring I would find a lot more naked people as well. So, for me, it is without a doubt FOOK2 related.

I would think this is completely an esp issue, but is there any possibility that there is an incompatibility with the FOOK2.esm and FOOK2 - main .esp files and texture/mesh files I have in my folders such as body replacers and files used by mods that are currently deactivated or is the only way to have a naked NPC from loot lists being screwed up? I am getting pretty frustrated by this, especially since I seem to be the only one out there with a bunch of naked people running around.
The FOOK2 esp is an esp'ified copy of FOOK2's ESM 'cleaned' against the ESM, so no possible conflicts there. I trust you've waited four days alone and in an interior? The only other feasible explanation is a faulty install somehow or the the meshes from the body mods are somehow interfering. Throughout all of the FOOK2 betas, I've not seen any inexplicably naked NPC's. Try commenting out your Meshes\Characters\;_Male folder so the engine will revert to the originals in your Fallout3 - Main.bsa? I'll do my best to help figure this out, but I'm currently baffled. Maybe a fresh install is in order?
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Sat May 28, 2011 3:53 am

I had a weird glitch. Fawkes followed me into Operation Anchorage Simulator. It was a nice easy way to get the Simulation stuff out of the simulation (2 high DR gauss rifles).

He was waiting by the entrance to the elevator in the Outcast bunker. I took him off the wait here, and got him to follow me. Then entered the simulator, when I wake up in the simulator he was standing right next to me. Tried firing him but he just stood there (guess that he could not find his way back to Underworld from Alaska). The only mods I have are Fook2 and WMK with the WMK/Fook2 compatibility patch.
User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Sat May 28, 2011 4:07 am

Hmmm...OK, I disabled every mod I have except the DLC's and all the FOOK files. I still get a naked Moriarty and I notice I also get naked caravan guards (and Crow is also naked but he is the only merchant that seems to have the issue). And I waited over the respawn time in my house.

I do use both Type V female body replacer and Breeze's Male body replacer. Could it be the body replacer textures/meshes that make certain NPC's naked and those are incompatible w/ FOOK2? Or do I have some weird glitch in my game with FOOK2 that no one else seems to have (it wouldn't surprise me as I have also had problems in the past no one else in the world seemed to have).



I am using Fook2 and Breezes male body replacer with no problems. All NPC's are properly clothed with their standard clothing, and any changes that Fook 2 makes are present as well. I did not install Breezes male body manually by transferring the data folders myself and activating the ESP's myself. I had FOMM do it for me by using the package tool. I think i'll be installing all my mods that way from now on. It's really easy, and fixes a lot of issues that manually installing mods can create.
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Fri May 27, 2011 10:12 pm

OK, I just moved my entire textures and meshes folders to another part of my drive so I could start from scratch, reinstalled the FOOK2 with the newest setup file which includes patch 1.2 and the texture fix, patched with the 1.3 patch, so I have no other files in my textures and meshes folders other than FOOK2 files (and thus also vanilla bodies). I have no other mods running except a few "perk" mods I can't deactivate easily (Robco Certified, Ultimate Perk Pack - all editions) and the DLC's. When I load the game without the FOOK2 files, I get a clothed Moriarty and caravans with unnamed clothed guards. When I load the game with the FOOK2 files, I get a naked (now in underwear) Moriarty, and caravans with named guards in underwear and salesmen in clothes except Crow who is also in underwear. And yes, this is after waiting the proper respawn time.

Apparently no one else has this problem. I'm so sick of all these weird FO3 glitches I keep getting that no one else seems to get. I'm about to delete FO3 for good, go play GTA4 and Oblivion and wait for Dragon Age: Origins and Mass Effect 2.
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Fri May 27, 2011 8:02 pm

1.3 doesn't include 1.0 (1.07 GB) which is required as it introduces the vast majority of the models and such.

  • Uninstall Patch 1.3
  • Install 1.0
  • Install Patch 1.3
  • Wait 4 days in an interior
  • Rock n' roll


I'm not sure why 1.0 isn't directly available on the http://www.fookunity.com/fook2/ page, but you can acquire it via any of the linked mirrors if you don't have it already. :)
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Fri May 27, 2011 11:10 pm

the main files are on the DL page => see under "main files" (duh). They were just updated to include patch v1.2 and the texture fix.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Sat May 28, 2011 12:50 am

Yes, as I said I installed the latest main setup files, 1.2 with the texture fixes (which also includes 1.0), THEN installed 1.3, so I should still have all the files. Still naked people...ARGH!
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Sat May 28, 2011 2:35 am

I just spent about two hours double checking (equip/unequip/fire/drop/icon) http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/FOOK2WeaponsALL.png and NONE were missing textures, including http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/TheKneecapper.png and http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/VampiresEdge.png. Are you sure you're patched to FOOK2 v1.3 and have applied the patches over the initial install? Have you installed Archive Invalidation Invalidated! or used FOMM"s AII feature? As I'm unable to reproduce these missing texture issues, I have to ask...

My Kneecaper is using the mesh for the Jackhammer shotgun, and it is missing the texture. The Vampire's Edge is using the Junk Metal Sabre (I think) form.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Fri May 27, 2011 9:41 pm

So... I did some looking on the FOOK forum for bug reports and back tracked here, but I haven't seen anything reported about this issue I encountered yet. I just started a new game with ver 1.3 and found two Raider Captives in the Springvale school. However they will not communicate with me when I try to talk with them. They headtrack me, but just stare mutely when I try to talk. I made sure to clean out the school of all enemies, even the ones outside, but they never spoke with me, so I had to leave them in the school. The one in the entrance room where you first enter on the first floor was also halfway buried in the junk in the cage, so you could only see her from the waste up.

I'm wondering if this an actual problem, or if the captives just haven't had a talk script added yet. If they are supposed to be interactive I can start searching for errors why they're not working properly. But if they are an as yet incomplete feature then there's no point to it.
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Sat May 28, 2011 4:20 am

were the cheat boxes removed in this latest version?
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Fri May 27, 2011 11:06 pm

You guys are awesome. FOOK looks pretty amazing, and as soon as I get a new computer which can handle FO3 for the PC, I'll play through with this (since a lot of the changes look like they'll make the game more fun. When I played through it on the 360, the game felt a little rushed).
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Sat May 28, 2011 12:12 am

Yes, as I said I installed the latest main setup files, 1.2 with the texture fixes (which also includes 1.0), THEN installed 1.3, so I should still have all the files. Still naked people...ARGH!
Well carp! >_< There's bound to be an explanation about this issue you're having, but I can't even begin to guess as to why you alone are having this problem. In 1.4, many of the unique actors will have their inventories changed via scripts, including Moriarty and the Caravan crew, so hopefully as a side effect your naked NPC's will gain their sense of modesty and put their clothes on.
My Kneecaper is using the mesh for the Jackhammer shotgun, and it is missing the texture. The Vampire's Edge is using the Junk Metal Sabre (I think) form.
Open your load list in FO3Edit and look them up, then make sure there are no conflicts with another mod and check the filepaths of the models associated with those weapons. Something's mixed up or there's a conflict with something else as the above pics should be what they look like.
So... I did some looking on the FOOK forum for bug reports and back tracked here, but I haven't seen anything reported about this issue I encountered yet. I just started a new game with ver 1.3 and found two Raider Captives in the Springvale school. However they will not communicate with me when I try to talk with them. They headtrack me, but just stare mutely when I try to talk. I made sure to clean out the school of all enemies, even the ones outside, but they never spoke with me, so I had to leave them in the school. The one in the entrance room where you first enter on the first floor was also halfway buried in the junk in the cage, so you could only see her from the waste up.

I'm wondering if this an actual problem, or if the captives just haven't had a talk script added yet. If they are supposed to be interactive I can start searching for errors why they're not working properly. But if they are an as yet incomplete feature then there's no point to it.
This is still in beta... Many things will be fleshed out as time goes by. I'll check on that reference as she shouldn't be fused into the junk on the floor. Found her: [ACHR:09A11F46]
were the cheat boxes removed in this latest version?
They weren't. Use the FOOK menu by pressing '=' or ~StartQuest FookQSTQAContainers (doing either will toggle their enable states) and ~COC Vault101Exterior.
You guys are awesome. FOOK looks pretty amazing, and as soon as I get a new computer which can handle FO3 for the PC, I'll play through with this (since a lot of the changes look like they'll make the game more fun. When I played through it on the 360, the game felt a little rushed).
On behalf of The FOOK Team, thanks! :) When you get your PC set up with FO3, you're definitely in for a treat.
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

PreviousNext

Return to Fallout 3