[RELz] FOOK2 - Public Beta #2

Post » Sat May 28, 2011 9:01 am

i just ran FO3Edit and it found a heap of errors with the FOOK2 - [EVE] Energy Visuals Enhanced.esp file, could that be the source of my constant crashes?
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Kelly James
 
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Post » Fri May 27, 2011 6:28 pm

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 have a feeling when people were play-testing FO3, they were starting new characters and playing through all parts of the game. This is not like testing a new weapon mod where you just grab it, dive into an existing game anywhere and go. It's called an overhaul for a reason. Parts of the game are re-tooled from start to finish, and balance throughout your full leveling progress is considered as well. The game starts at level 1, so you won't get a full picture of the mod if you don't start there too.

And as Linkes just said, no one is being forced to use the beta. The FOOK v1.6 files didn't evaporate from everyone's hard drives when it was released. If you say, "but I want to play FOOK2 with MMM and WMK", go ahead! We can't stop you, but we can say we won't accept bug reports or offer tech support if you do, because you will definitely not be seeing things as intended. If you then say, "alright, then I want a MMM-WMK-FOOK2 patch now!"... well, I want a million dollars, a new car, and a PhD in number theory, but wanting it doesn't make it happen. If you want those things to happen any faster than we've already stated, you're welcome to participate in the FOOK2 Beta forums and provide active and helpful feedback, because that will actually help!
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LittleMiss
 
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Post » Sat May 28, 2011 3:59 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.


I have posted a unofficial compatibility patch on Nexus.

http://www.fallout3nexus.com/downloads/file.php?id=8767

I grew tired of testing FOOK2 with MMM, so I resolved the conflicts in the main FOOK2.ESM and Mart's Mutant Mod.ESM files in a separate patch. Game has been very stable, but I remove MMM and the patch before verifying and reporting bugs.

One catch if you download it. It hooks into my beauty mod so it requires hairday.bsa to function. Any NPCs touched by FOOK will likely look better. :)
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Amysaurusrex
 
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Post » Fri May 27, 2011 9:27 pm

great work fookers! any chance of the piboy pda mod being integrated or at least a hot fix patch to run together/compatible? at the moment all is well except the pipboy light toggle on/off which is set to the b button does not work T___T
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Lucie H
 
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Post » Sat May 28, 2011 9:45 am

I have posted a unofficial compatibility patch on Nexus.

http://www.fallout3nexus.com/downloads/file.php?id=8767

I grew tired of testing FOOK2 with MMM, so I resolved the conflicts in the main FOOK2.ESM and Mart's Mutant Mod.ESM files in a separate patch. Game has been very stable, but I remove MMM and the patch before verifying and reporting bugs.

One catch if you download it. It hooks into my beauty mod so it requires hairday.bsa to function. Any NPCs touched by FOOK will likely look better. :)

Thank you for making it clear on your file page and in your readme that users should disable your patch and attempt to replicate any bugs/issues before officially reporting them. As long as this is made clear, anyone is welcome to release such plugins.


great work fookers! any chance of the piboy pda mod being integrated or at least a hot fix patch to run together/compatible? at the moment all is well except the pipboy light toggle on/off which is set to the b button does not work T___T

I doubt that even if given permission that we would integrate the PipBoy PDA. It is an absolutely fantastic looking mod (have you seen the newer version?), but does not fit the Fallout universe well enough, at least in my opinion. But your problem is likely that you don't have FOSE running, as there should be no reason I'm aware of that FOOK2 would interfere with the use of the 'B' button hotkey. Please direct any further issues to AlexScorpion, if that is not the case.
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Joey Avelar
 
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Post » Sat May 28, 2011 12:49 am

I have no problems playing with FOOK 1.6, FOOK2, MMM RC 4.0, WMK, etc...
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N3T4
 
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Post » Sat May 28, 2011 5:30 am

Is anyone else getting corrupt save games?
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T. tacks Rims
 
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Post » Sat May 28, 2011 12:24 am

I have no problems playing with FOOK 1.6, FOOK2, MMM RC 4.0, WMK, etc...


That's possible but it doesn't mean that they are working together correctly.
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FABIAN RUIZ
 
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Post » Sat May 28, 2011 3:44 am

I doubt that even if given permission that we would integrate the PipBoy PDA. It is an absolutely fantastic looking mod (have you seen the newer version?), but does not fit the Fallout universe well enough, at least in my opinion. But your problem is likely that you don't have FOSE running, as there should be no reason I'm aware of that FOOK2 would interfere with the use of the 'B' button hotkey. Please direct any further issues to AlexScorpion, if that is not the case.


Gotcha, I agree with you that it is not very cannon so i completley understand. I am all about the lore of the FO universe, but i like my pipboy being removed =X before i had it working with FOOK 1.6 without a hitch, my best guess was that since FOOK2 adds the nightvision for the V key that somewhere the script to do so either interferes or overrides the pipPDA's script. I've loaded it before and after fook. i plan to keep tinkering and maybe even learn the geck soon o__o;; I'm also running the latest fose(beta 1.9?) FOMM + FO3Edit/Masterupdate and archive invalidated. i've got the modding biz down for the most part =P thanks again though ^__^
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Victoria Vasileva
 
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Post » Sat May 28, 2011 8:43 am

Crashes on start up

Only thing I added was hi res textures

Load order is this

Fallout3.esm
BrokenSteel.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
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FOOK2 - [censored] Map Markers.esp
FOOK2 - Options Menu fix 08-23-09.esp
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Karine laverre
 
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Post » Sat May 28, 2011 12:15 am

Crashes on start up

Only thing I added was hi res textures

Load order is this

Fallout3.esm
BrokenSteel.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
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FOOK2 - [censored] Map Markers.esp
FOOK2 - Options Menu fix 08-23-09.esp
The [DIK] plugins need Anchorage.ESM, ThePitt.ESM, and PointLookut.ESM which are absent. Unckeck both the DIK ESM and esp and all will work.
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Amanda Furtado
 
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Post » Sat May 28, 2011 4:55 am

Crashes on start up

DIK requires all DLC except zeta.
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Fanny Rouyé
 
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Post » Sat May 28, 2011 7:36 am

I have no problems playing with FOOK 1.6, FOOK2, MMM RC 4.0, WMK, etc...

If anyone is doing this, stay far, far away from the any of the FOOK Technical Support or Bug Report forums. You have been warned.
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Silvia Gil
 
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Post » Sat May 28, 2011 1:31 am

Gotcha, I agree with you that it is not very cannon so i completley understand. I am all about the lore of the FO universe, but i like my pipboy being removed =X before i had it working with FOOK 1.6 without a hitch, my best guess was that since FOOK2 adds the nightvision for the V key that somewhere the script to do so either interferes or overrides the pipPDA's script. I've loaded it before and after fook. i plan to keep tinkering and maybe even learn the geck soon o__o;; I'm also running the latest fose(beta 1.9?) FOMM + FO3Edit/Masterupdate and archive invalidated. i've got the modding biz down for the most part =P thanks again though ^__^

Hmm... Does the 'N' hotkey for FOOK2 nightvision work for you? If not, are you sure you're launching the game with fose_loader.exe? I'd actually like to know if the PDA mod is fully compatible with FOOK2 because it would be nice to allow people to use it right now. If you find out what's wrong please let me know.

You know what I think would be really cool? A PDA built by http://fallout.wikia.com/wiki/RobCo_Industries that's big and clunky with similar design features as the PipBoy 3000. Basically a PipBoy that's not arm mounted. And maybe with wired wrist strap to strap on when using to read vitals - or better yet some hand contacts or a grip to take those readings while you're holding it. Maybe enough people ask nicely, it could be AlexScorpion's next project :D


EDIT: Holy crap! There is already some perfect http://fallout.wikia.com/wiki/File%3a%50ipboy3000_2.jpeg http://fallout.wikia.com/wiki/File%3a%50ipboy3000.jpeg! Someone has gotta do this - I know just who to ask...
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Fam Mughal
 
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Post » Sat May 28, 2011 4:54 am

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.


well i think i found a alternative. loading FOOK after MMM is fixing the problem, (i think)
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Robert Bindley
 
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Post » Fri May 27, 2011 6:20 pm

well i think i found a alternative. loading FOOK after MMM is fixing the problem, (i think)

It most certainly IS NOT. Look - running MMM and FOOK2 together IN ANY WAY without a proper compatibility patch WILL CAUSE CONFLICTS. Period.

No more posts suggesting otherwise will be tolerated in FOOK2 threads.
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Ashley Tamen
 
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Post » Sat May 28, 2011 4:41 am

You know what I think would be really cool? A PDA built by http://fallout.wikia.com/wiki/RobCo_Industries that's big and clunky with similar design features as the PipBoy 3000.
http://fallout.wikia.com/wiki/Pip-Boy_2000
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evelina c
 
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Post » Fri May 27, 2011 7:52 pm

http://fallout.wikia.com/wiki/Pip-Boy_2000

Well I wasn't looking to bring back lore. And don't those Van Buren concept drawings look sweet?
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katie TWAVA
 
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Post » Sat May 28, 2011 2:47 am

got another (stupid) question, is fook 2 compatble with WMK
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Jhenna lee Lizama
 
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Post » Sat May 28, 2011 1:58 am

got another (stupid) question, is fook 2 compatble with WMK

Sorry, not yet, but that is also in development and something should be available pretty soon (but please do not ask for further details on this). Until then, same answer as above.

Sorry if I've seemed harsh toward you jacob, it's simply that we've had many repeated questions and wrong info regarding this since release.
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Benjamin Holz
 
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Post » Fri May 27, 2011 7:01 pm

Sorry, not yet, but that is also in development and something should be available pretty soon (but please do not ask for further details on this). Until then, same answer as above.

Sorry if I've seemed harsh toward you jacob, it's simply that we've had many repeated questions and wrong info regarding this since release.

well, its fine. i know how irritating it is.
keep up the good work :thumbsup:
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Heather Dawson
 
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Post » Sat May 28, 2011 8:28 am

Sorry, not yet, but that is also in development and something should be available pretty soon (but please do not ask for further details on this). Until then, same answer as above.

Sorry if I've seemed harsh toward you jacob, it's simply that we've had many repeated questions and wrong info regarding this since release.



If you do not want to be asked stupid questions then documentation is the key. Perhaps it would help if you had clear to read, detailed information about FOOK2 all in one place, instead of a changelog and a forum and website with more dead links, rick rolls and outdated information scattered in lord knows how many different places than actual current information, then you would get less questions from the confused, unwashed and ignorant masses.

When you cut support for your previous mod, tell everyone to move to the new mod, but that you are not supporting mod compatibility in any way and release little to no documentation... you are going to get an influx of stupid questions from confused individuals who are updating to the Beta not because they want to beta test but because its new, available, contains more stuff and the old mod is no longer supported by the mod team.

Just a thought.
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Adrian Powers
 
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Post » Fri May 27, 2011 5:53 pm

Except they've already stated that the beta mod is not compatable with any of the previous interoperability patches, and they will not have them until they finish. Also, this is a beta. It's not done. Anything they put down either in a interop file or a patch note could be invalid by the time it's read. Or worse you could read old notes with a newer patch or vice versa and have everything messed up. And would you rather have them spending a bunch of their volunteer time constantly writing and re-writing notices or working on FOOK2?

It's not that hard to figure out. It's a beta version. It won't work with all the previous compatibility patches. This has been stated previously. If you want compatability, keep using 1.6 until they are finished.
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Bonnie Clyde
 
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Post » Fri May 27, 2011 6:31 pm

If you do not want to be asked stupid questions then documentation is the key. Perhaps it would help if you had clear to read, detailed information about FOOK2 all in one place, instead of a changelog and a forum and website with more dead links, rick rolls and outdated information scattered in lord knows how many different places than actual current information, then you would get less questions from the confused, unwashed and ignorant masses.

When you cut support for your previous mod, tell everyone to move to the new mod, but that you are not supporting mod compatibility in any way and release little to no documentation... you are going to get an influx of stupid questions from confused individuals who are updating to the Beta not because they want to beta test but because its new, available, contains more stuff and the old mod is no longer supported by the mod team.

Just a thought.


You mean like this clearly labeled FAQ:

http://www.fookunity.com/forum/showthread.php?t=1010

Or this clearly labeled features list:

http://www.fookunity.com/forum/showthread.php?t=1011

Or this clearly labeled documentation on [censored] and DIK:

http://www.fookunity.com/forum/showthread.php?t=1130

Or these clearly labeled patch logs:

http://www.fookunity.com/forum/showthread.php?t=1016

What about these weapon stats, NPC stats, item codes, etc.?

http://www.fookunity.com/forum/showthread.php?t=1012

Oh, and this is all in one place, clearly labeled on their forums.

Now was that too hard for you to follow?
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john page
 
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Post » Fri May 27, 2011 7:14 pm

Thanks Ashya.

To further address the above "thought", the only point at issue here has been COMPATIBILITY WITH OTHER MODS, and this had never been unambiguous. We've also NEVER "told everyone to move to the new mod". We stopped official support for the previous version, but there is a huge technical support forum with the bulk of most common issues resolved, which is also still open for any users to help each other.

Regarding tech support for previous versions and documentation, anyone who has tried to do either of these (properly) will tell you that they can easily be the most time consuming parts of development. Both are extremely important to us and will be done even more completely than before, but we feel that people are more eager to have a more complete product and would prefer us to but our efforts toward development, rather than spend time producing detailed documentation for features in beta status, many of which are not finalized and will likely change before a more complete version. But maybe I'm wrong. Tell me, would you prefer that any public release have been further delayed until it was a more complete version with full documentation, a public beta release that is then infinitely stalled while we support a completely different mod and prepare detailed instructions on how to use features that are incomplete or may be bugged, OR what we've done - release a playable version (with bugs to be fixed obviously) to give users a long anticipated look at what has been developed, also providing us with a much larger test-base so that we can use our time to more quickly find and fix issues, and also work towards a final version.

Maybe someone should post a poll.


EDIT: No Griffman. I believe that too many links for him. When we have a complete game manual published, I'll let everyone know.

EDIT Again: Another thing to point out is that there is never enough documentation. This can be easily demonstrated by watching questions and tech support requests continue to come into the Nexus file comment thread even though right at the top of the file description it states they will not be addressed there, and where to submit them instead, and despite the fact that I periodically post the same statement right in the thread. So even if we made things clear enough to satisfy you, people would still not read them and ask already answered questions, albeit a bit less.

Now if no one minds, I'm going to get back to bug fixing and further development, free of charge.
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kasia
 
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