[RELz] FOOK2 - Public Beta #2

Post » Sat May 28, 2011 3:51 am

The connotations of the acronyms the F.O.O.K. creators have made are ingenious.
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AnDres MeZa
 
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Post » Fri May 27, 2011 7:43 pm

I am using very hard difficulty and judging from your replies the game does get harder. Thanks for your replies. Also is FOOK 2 going to be compatible with MMM in the foreseeable future?


Yes, from what I have heard Mart is working on a patch. No eta on it though. You can always create your own merged patch with mmm. However, if you encounter any errors your on your own. Support for other mods is not available yet.
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FLYBOYLEAK
 
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Post » Sat May 28, 2011 5:55 am

I am using very hard difficulty and judging from your replies the game does get harder. Thanks for your replies. Also is FOOK 2 going to be compatible with MMM in the foreseeable future?


Yes, my understanding is that work is going on regarding a compatibility mod.
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Hazel Sian ogden
 
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Post » Sat May 28, 2011 2:40 am

Mart's Mutant Mod (MMM) increases the difficulty and number of enemy spawns and adds new times. It's quite popular.. and won't work right with FOOK2 (well it IS beta yet and the combination patch from FOOK 1.6 doesn't work anymore).

I actually find it slightly more difficult in game than without FOOK, since those better than normal weapons start off in the hands of the enemy too. I'm not sure if FOOK2 changes monsters at all, but it does seem that super mutants have more hit points, or at least I can't take them out in one or two shots like I used to be able to. Add that with their habit of carrying miniguns and heavy machine guns, they can be a serious threat. I generally have to stay in cover and wait till there is a break in their fire, then pop out and snap off a few shots while they reload, or I risk being chewed to shreds.

Limiting the number of stimpaks that I carry, and with things like food and anti rad chems being a heal over time means I have to be more careful than without FOOK, and I like that.


NPC's had a big overhaul. There are now more templates/lvl's, this means enemies keep getting better and NPC's have also more health and skill points at each level compared to vanilla. Besides that they also have all gear in much better condition, thats especially true for talon and enclave (enclave can have gear with 95% condition at the higher level). This combined with the fact that weapons hurt more than in vanilla should make it already harder than in vanilla.

We are however still tweaking things and try to generate a better challenge for the player while still making it fun (that's the biggest problem, making something too hard can kinda break a game/mod).
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matt white
 
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Post » Fri May 27, 2011 7:52 pm

Yeah, let's not make it too hard. :)
I've been playing with the M249 SAW. :) Hehehe. I love that weapon.
All automatics are ugly in VATS though. I don't like the way they work. But it's fun to unload it on a Super Mutant.
Besides the Coach gun, am I ever going to find other shotguns?
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Terry
 
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Post » Sat May 28, 2011 3:45 am

You've only found the Coach Gun? FOOK2 adds a fair few. Try looking for shotguns at vendors, and a tip which applies to finding all types of weapons is to try and find a vendor that specialises in them. All weapon-focused merchants from vanilla (Example: Moira is not, Sydney is) have one or in one case two (only because there weren't enough guns to go around) weapon specialisation, and on top of the 'base' vendor loot they'll sell a lot more of their particular specialised weapon type. If you would like to know more, like hints to which merchants specialise in what, PM me here or on the FOOKunity boards.
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Samantha Mitchell
 
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Post » Sat May 28, 2011 2:53 am

I always felt I needed Fook in my game.

Now I know I need MMM.

Are there any mods that at least up the spawns? I really enjoy walking through the wasteland but not running into
a single creature for 20 minutes at a time gets old pretty fast.
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 6:49 pm

FOOK2[EVE]..esp is showing a dependancy for FOOK.esm in FOMM and FOEdit. I can't create a merged patch with it.

EDIT: Well actually I cant even play the game with FOOK2[EVE].esp activated because it is missing the FOOK.esm master.
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Emma louise Wendelk
 
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Post » Sat May 28, 2011 6:07 am

I always felt I needed Fook in my game.

Now I know I need MMM.

Are there any mods that at least up the spawns? I really enjoy walking through the wasteland but not running into
a single creature for 20 minutes at a time gets old pretty fast.


MMM Increased Spawns changes each spawn point so it spawns more enemies.

http://www.fallout3nexus.com/downloads/file.php?id=8607 adds additional spawnpoints where certain NPCs (read mod description) will spawn.

The author of NPCs in the wastes did one that adds a truckload of feral ghoul spawns to the wasteland too.

EDIT: Well actually I cant even play the game with FOOK2[EVE].esp activated because it is missing the FOOK.esm master.


This was corrected in the beta's 1.1 patch.
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SiLa
 
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Post » Sat May 28, 2011 5:01 am

Hey guys,
Few quick questions.
Im looking at starting a new game with FOOK, FWE, WMK, MMM, and a few other small ones.
I did a quick run threw to random places to see if it was going to be a problem, and it seemed fine...
But the question is, is FOOK going to be altering anything so drasitic that it will require me to restart my char when the full release comes about??

Also any chance of implemening these?
http://www.fallout3nexus.com/downloads/file.php?id=5981
http://www.fallout3nexus.com/downloads/file.php?id=5424
http://www.fallout3nexus.com/downloads/file.php?id=3795 (i reliese this is still a little iffy, but i like it:D)
http://www.fallout3nexus.com/downloads/file.php?id=8069
http://www.fallout3nexus.com/downloads/file.php?id=6492

Thanks
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Darrell Fawcett
 
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Post » Sat May 28, 2011 1:24 am

Hey guys,
Few quick questions.
Im looking at starting a new game with FOOK, FWE, WMK, MMM, and a few other small ones.
I did a quick run threw to random places to see if it was going to be a problem, and it seemed fine...
But the question is, is FOOK going to be altering anything so drasitic that it will require me to restart my char when the full release comes about??


Read the list of planned unimplemented or WIP features and decide for yourself.

Also any chance of implemening these?
http://www.fallout3nexus.com/downloads/file.php?id=5981
http://www.fallout3nexus.com/downloads/file.php?id=5424
http://www.fallout3nexus.com/downloads/file.php?id=3795 (i reliese this is still a little iffy, but i like it:D)
http://www.fallout3nexus.com/downloads/file.php?id=8069
http://www.fallout3nexus.com/downloads/file.php?id=6492

Thanks


There has been talk of incorporating some Tailor Made items but none of the others have been mentioned.
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willow
 
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Post » Fri May 27, 2011 8:51 pm

Ok, seems like most of what they want to do is already in it.
What about FWE/MMM/WKM compat mods? They about yet?
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GEo LIme
 
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Post » Sat May 28, 2011 1:15 am

Ok, seems like most of what they want to do is already in it.
What about FWE/MMM/WKM compat mods? They about yet?


No.
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Albert Wesker
 
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Post » Fri May 27, 2011 11:30 pm

Yea, Im in the same boat as above...really liking FOOK2 but im missing the added gameplay additions of FWE MMM and WMK. I got rid of them to try FOOK2. No rush...hehe
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Zach Hunter
 
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Post » Sat May 28, 2011 1:30 am

got a question linkesauage. is MMM compatable with fook2.
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hannaH
 
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Post » Sat May 28, 2011 8:48 am

Yea, Im in the same boat as above...really liking FOOK2 but im missing the added gameplay additions of FWE MMM and WMK. I got rid of them to try FOOK2. No rush...hehe


Glad you can understand that. Not only is FOOK2 still beta type, hammering out any bugs in FOOK2 is priority over adding loads of new content / CP's.
Of course MMM is highest priority for next CP. Things like WMK need more to do because of the mesh work. Im having heck of time to do EVE+WMK :S
Thankfully EVE+FWE has already been gernorously done for me by a talented fan. (FOIP).
Making CP is difficult process, but even more difficult when the CP you are try to do for is a BIG mod itself! MMM is giant, and WMK has countless its own unique meshes. :S
Looking at the current of FOOK2 though, i would say FOOK2 is having a bright future ahead, and we all need to jsut be patient and understand the hardworking and dedication thats going into FOOK by the whole FOOK team (me included). I've contributed countless textures for FOOK2, even some unreleased DX armor, some custom explosions for FOOK explosive entry, and many other things. I will continue to help FOOK in any way i can. My skills are limited to Nifskope, Photoshop, 3DsMax, and simple scripting, and i know nothing/not much about FO3Edit, GECK, and making CP, but i agree the potential in FOOK is like OOO was for TES. Interesting enough, back in March the only was i was going to help FOOK was with some Chinese voice acting ^_^
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maya papps
 
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Post » Fri May 27, 2011 9:58 pm

Yes, MMM needs to be highest priority for a CP! FOOK/FOOK2 go hand in hand with MMM. FWE and WMK are nice, but not nearly as many people use them with FOOK as MMM, and the CP should be MUCH simpler to create than for FWE and WMK which change a lot of the same things as FOOK. Unfortunately Martigen seems to not be modding much lately, as his patches used to come out what seemed to be almost instantaneously. But I have seen him active in a couple other threads saying he is working on the next relz of MMM and will be making that compatible with FOOK2, hopefully before FOOK2 comes out of Beta as it seems that may be a while (but worth it ; ) ).
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Sunny Under
 
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Post » Sat May 28, 2011 3:53 am

got a question linkesauage. is MMM compatable with fook2.

Wow, are you serious dude?

As has been stated at least a few times in various places, including the Features list in the OP and on Nexus, there is NO provided compatibility for other mods at this stage of beta development (Current Features). Compatibility for certain popular mods is planned at a later stage, with MMM and WMK being priorities at that point (Planned Features).

I realize the features list is long (even though it's only an overview, and doesn't include W.A.N.K. or DIK features yet), but PLEASE everyone - look it over before you ask such basic questions.

http://www.gamesas.com/bgsforums/index.php?showtopic=1028966&st=40&p=14902207&#entry14902207 here a week ago, so he is aware, and prepared to help with a compatibility patch, if he hasn't already started on one already. But speaking for most modders I think, none of us work according to deadlines unless they are set by ourselves, so repeated requests/suggestions that a particular feature should be completed when we've already acknowledged plans to do so, or not, are not entirely appreciated or constructive.
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Wane Peters
 
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Post » Sat May 28, 2011 3:09 am

It is also difficult to beta test a mod when you are forced to start your character over and are met with a world devoid of spawns that players were accustomed to having.

I mean how far into the mod will beta testers get if they aren't compelled to play knowing that a CP patch for MMM might not show up for awhile. So you have a situation were people have waited months for FOOK2
and now have it, but still feel that they cannot play.

At the same time it might not be the best idea to make a CP during beta as bug reports might not be as accurate. I believe this to be less of an issue with MMM but I am not a file engineer.

So the question is would the FOOK team receive more valuable and thorough information regarding the beta with or without major CP's. I'd wager many players are running around the area outside Megaton
and not extending their character very far into the game. This is pretty much what I am doing.
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Adriana Lenzo
 
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Post » Fri May 27, 2011 9:18 pm

Noone is forced to play the beta. If you can't play without the other mods you will simply have to show some patience.
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Cassie Boyle
 
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Post » Fri May 27, 2011 8:14 pm

Wow, are you serious dude?

"Wow are you serious dude"... about having a Rick Roll'd video for FOOK?
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Cameron Wood
 
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Post » Sat May 28, 2011 1:30 am

Doesn't work.

I'll have to ask my dad. But, if I do, he'll accuse the file of being a virus, like he does for everything. He was accusing the patches on the official Fallout site to be viruses. :facepalm:



tell your dad to stop being so cheap and buy you a computer for you to put together from newegg.com

just buy the parts


I put together a home theater pc that can play FO3 completely maxed at 1920x1080 for around 500 dollars
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Enie van Bied
 
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Post » Sat May 28, 2011 6:22 am

I know MMM does not "officially" work with FOOK2, but are there people running MMM with FOOK2 even if it is just the increased spawn numbers from MMM and having few problems? I am used to my game crashing alot since I mod my games like no other.
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Kate Murrell
 
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Post » Fri May 27, 2011 7:41 pm

I could be wrong about this, but I believe the big problem with FOOK and MMM running at the same time is that FOOK modifies the loot list of all the mobs in the game, and MMM changes the mobs and adds new ones. Since they both alter the same thing, without a patch to cover the comparability, you either don't have the mobs from MMM (if FOOK is last in the load order), or the mobs don't have any gear on them (If MMM is last on the load order).

I've never used MMM, but from the readme files for FOOK and knowledge of the way that mods are loaded, that seems what the case would be.
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Kelly Osbourne Kelly
 
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Post » Fri May 27, 2011 8:03 pm

i found a way to sort of do it. load fook2 after mmm. its works bit i guess i only have about half of the gear they are used to where.
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Nany Smith
 
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