[RELz] FOOK2 - Public Beta #2

Post » Sat May 28, 2011 4:14 am

****** FOOK2 Public Beta is now available!******

The FOOK2 public beta can be downloaded there:

http://www.fookunity.com/fook2

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http://www.fookunity.com (everything about mods of our little community)

http://www.fookunity.com/forum/index.php

http://www.fookunity.com/forum/forumdisplay.php?f=102


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:: FOOK2 Beta Patch v1.3 change log

IMPORTANT: DarNified UI users will need to reinstall the DUI xml files (menus folder) after applying this patch. You must use the latest version of DUI (alpha 10) to work with FOOK2.
After reinstalling DUIa10, use the hud_main_menu.xml.forDUIa10 file in the "Data\menus\main" folder to replace the current hud_main_menu.xml file.



:: FOOK

:: Bugs fixes

Visual
- Fixed the Wedding Costume Female skin.

User Interface
- Fixed bug where NV Charge Meter was visible in VATS sequences and load screens.

Gameplay & Options
- Fixed the Chinese Ghouls soldiers not having their Assault Rifles.
- Fixed & updated Margarita Meltdown perk (FOOK2 and DIK) - Now produces Flamer Fuel based on the alcohol content of various alcoholic beverages.
- Fixed RL-3 Essential Tag.
- Recompiled many scripts to work. That include the MQ11 dialog with Autumn and Amata's Follower dialogs.
- No more weapon sway while not firing with minigun-type weapons equipped without Power Armor.

NPCs
-Tenpenny now has ammo for his PSG
- Changes made to have the new Followers working. Try Autumn, Amata, Brianna and Lucy.
- Grandma Sparkle should have a much more civilian inventory.

Technical
- Ingestibles: 8 records had been effected by what turns out to be a bug from older FO3Edit versions, swapping the EFIT to Agression when it should be none.
- CELL: Vendor containers unmonopolized pending filling via scripts to improve compatibility
- Misc: Removed quest item flags from four items which shouldn't be glued to the player and don't need to be persistent
- Quest: FOOKCaravanTrackingQUEST reverted to its referenced Editor ID so it's not broken. QA containers overhauled (the QA container refs are orphaned in the main file!)
- Script: HD01 and HD02 quest scripts fixed. PlasmaGooificationEffectScript reverted to vanilla editor ID (EVE gooification currently has vanilla Editor ID). QA container script improved to react instantly as well as toggle containers on and off with the same quest script. MS14 withdrawl scripts reverted to vanilla Editor ID's
- Terminal: GameTerminalROOT scripts fixed, persistence toggled.
- Worldspace: Caravan vendor REF's reverted as part of the vendor reversion. QA containers 'parented'.
- ONAM lists in [censored] and DIK plugins rebuilt to remove errant CELL records (only NAVM, ACHR, ACRE, PMIS, LAND, and PGRE references should be in ONAM lists)
- Removed references in [censored] and DIK plugins by more reliable means (set as children of persistent enable parent)
- High level LVLN's and LVLC's from BS added back into the mix as DIK had removed them (reitereted in UF3P [FOOK].esp by Quarn)
- Set "Compressed" flag on all NPC records to improve performance.
- Removed or have hidden some WIP content.
- Tried to fix the corruption of some cells (Chryslus, Arlington Tunnel, White House Utility Tunnel).
- Fixed minor issue of options menus forcing player out of 3rd-person view and to holster weapons.


:: Adjustments

Visual
- Reverted to vanilla screen blood settings - User options will be added in future.
- Changed the cigarettes name and textures to "Player's Navy Cut" brandto remove the last real brand for tobacco, food and alcohol.
- Added improved bottle meshes.

Weapons
- M14 changed to semi automatic.
- Glocking Out changed to Glockwork Orange.
- Eight One unique Chinese Assault Rifle renamed to Bayi, to better reflect the important date the First August was to the People's Liberation Army.

Armor/Apparel
- Power Armour sneak reduction increased to -80 from -50.
- Changed the Berets object effects to not lower Charisma. The Enclave Officer Hat also share the Officer Cap effect of the Black Patrol Cap & Chinese Officer Cap.
- Gave the Gas Mask / Blast-Proof Headgear effect to Cerberus Helmets, Supervisor Helmet, and edited the Filtration Helmet to be adapted.

Loot/Vendor Lists
- Energy weapon ammo (Small ECell and MF Cell) greatly reduced both in the gameworld and in vendor lists.

NPCs
- Forty's inventory no longer randomised - CA and an AK74.
- Commander Danvers' Combat Shotgun replaced with an MS490 to keep in with the police image.
- Brock was given a Bull, because otherwise every man and his dog in Rivet had a Desert Eagle.
- Brotherhood Initiates in the Citadel Bailey given appropriate weapons, in addition to default items used for AI packages.
- Scribe Jung, who is African, has had his name changed.
- Tough John in Moira's no longer has a randomized inventory - given Combat Armour and a G36C.
- Robert of The Family has had his MP9 replaced with an MP5k.
- Paladin Gunny given casual wear clothes, as he had in vanilla.
- Head of State slavers given FOOK2 inventories.
- 'Babe Reles' name changed to 'Marisa Reles'.
- Raider Boss in Springvale school given a FOOK2 inventory (level 3) and a name, "Tuco"
- The Enclave Power Armour toting raider boss has had his name changed from 'Raider Boss (temp)' to 'Melt'
- Renamed the remaining nameless Boss NPCs (some Mutants & Raiders).
- Many Raider bosses had their stats increased. It may be too much.
- Flamers added back to Raiders heavy weapons lists.
- Removed clothes from the Super Mutant Captive.
- Gave Hunters (both cannibal and not) more "Hunting" weapons instead of the whole slaver leveled list (shotguns, smg, rifles).
- Regulators of the world should now use the dialogs of the ones at the Regulator HQ. "The unrighteous will be punished!"
- The Falls Church BoS soldiers now have names & static inventories.

Lyons pride redone:
- Kodiak template reverted to a standard BoS weapon-toter, and equipped with medic backpack.
- Dusk/Dawn (Sniper) has an AW50.
- Gallows (Spec ops) given a tactical L300 and Combat Armour, although he needs some sort of facemask.
- Glade (Heavy Weapons) given a 25mm AA gun and a t51b.
- Sarah given t51b and a YK42b.
- Colvin designated 'Energy Guns specialist' and was therefore given an Ion Sniper.

Lore & Flavor Material
- Changed a bit the mysterious Survivor of Vault 106.

World
- Mitchell's Side Arm removed and put in a random encounter.
- Ausfand-Gewher removed from Germantown HQ.
- Renamed the Leaking Pipe of Megaton into a Pipe Joint.

Gameplay & Options
- Pyrotechnician perk description made clearer about the Fire Resistance.
- Changed the Captive Messages to be more neutral and to give more options. Try if you're a Cannibal!
- Reduced the Scrapper price by Half.
- Changes to make text and dialog consistent with same-six Black Widow players (Burke love's letter does not specify gender, and Ronald Laren's Black Widow dialog doesn't check six).
- Fission Battery Weight lowered to 4.
- Pyrotechnician perk updated.
- Destroying helmets now has 50% chance to do extra damage to armor (due to power system disruption).
- Hellfire Armor is now affected by PABD (no destroyed ground models yet).
- Weight of destroyed armor reduced by 20% (does not include destroyed helmets).

Technical
- Added console debugging output for PABD to better collect user feedback.


:: Additions

User Interface
- New default NV Charge Meter.
- New "NV On" sound.

Loot/Vendor Lists
- Added the Field Salvage kit to General Store inventories (Knick Knack, Moira, Montenegro, Seagrave, Masters)

NPCs
- Raiders can now spawn with Noserings, Nosechains, Chokers, Earrings and Eyepatches (same chance as spawning with a deactivated slave collar or a full-face piercing job).
- Slavers now have a chance of spawning with an Eyepatch, Nosering, Nosechain, Choker or Mask (the bandana type one), although the face jewelery is rare.
- Big Mac re-placed. It is now in the arms of 'Hamburgler', the raider boss.
- Hunters of the world should now have their own, special weapon leveled lists (with rifles, snipers and shotguns only).

World
- Unique 'The Third Leg' placed where you least (or probably most, if we're honest) suspected it.
- Added a Mirelurk King boss in Oasis.

Lore & Flavor Material
- Included Atikabubu's second holotape.
- Added little surprises to the Gore Bags.

World
- Merged Shadowborn's Wash monument addon with [censored].

Gameplay & Options
- Karma Revamp mod by brazuca, http://www.fallout3nexus.com/downloads/file.php?id=839, is included. All in one, normal version, excepted the karma thresholds changes.
- After purchasing the "House: Scrapper (Workbench upgrade)", the scrapper is now added to the house workbench, and is fully functional.
- Added "Handyman" perk. Perk description:
"You can now perform Workbench functions with your Field Salvage Kit, and if you've purchased the Scrapper upgrade for your house Workbench, you can scrap items at any workbench."
- Arsonist perk has been finished!
- New user options for NightVision.
- New feature for Heavy Weapon Handicaps: No running while firing HWH weapons.
- User options for HWH redone to include new features.
- New Power Armor feature: Improved control of heavy machine guns (Gun Spread / 5).

Technical
- New patch feature to initialize any new settings (setting FOOK2 defaults through options menu no longer required).


:: MyFOOK2 Addons
MyFOOK2 - No [censored] Victims
- Renames dead victims found throughout the Wasteland to "Wastelander".

MyFOOK2 - Black & White Tranquility Lane
- Reverts the Tranquility Lane simulation to the default black & white visual effect.


:: [censored]
- Vault 87 new rooms had tweaking to improve them (bigger Room Markers). No more disappearing Super Mutant Vat!
- Arsonist Perk can be gained when burning Harold! Ahoy! Dont have any effect for the moment.
- Moved away the Fort Independance sign to match Fort Bannister one.
- Map Marker addon has been merged with [censored]. It's still a WIP though.
- Regulator Overhaul update made by rylasasin merged with [censored]. Have fun saving Big Town and the Lincoln Memorial! (If you had the Washington Monument esp in your load order, you should remove it)
- Added a dialog to Sonora about the three regulators in the house. Their appearance changed a bit.
- Follow the adventures of your favorite Polish spy with his second tape!


:: DIK
- Slight Buff to the Hei Gui Stealth Armor & Helmet (the nerf to DR of the Armor is somewhat compensated by the new helmet). Their object effects are a bit more useful : 5 crit, 15 AP and +1 Agi when wearing the full set.
- Tribal Power Armors / Helmets (include Ashur's ones) are lighter and provide a bit less defense. But they will increase your AP (20 if Tribal + Helmet, 25 if Ashur + Helmet).
- Ashur's Power Helmet will now spawn with less health in his Safe.
- Anchorage's Simulation Winterized T-45d dont require the Power Armor Training perk anymore.
- New look for the two Point Lookout hunting books ! Thanks to atikabubu!
- The Pitt's Ammo Press now works for FOOK2!


:: Zeta Addon
- Added Atikabubu's ISM to the Space Suit.
- Spacesuit updated. Energy & Rad Resistance, and Water Breathing!


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:: FOOK2 Beta Patch v1.2 change log

* Reminder! You MUST Set FOOK2 Defaults from the Options menu after updating!
- Options menu now available with 'O' hotkey



:: FOOK

:: Bugs fixes

Visual
- Texture issue with the destroyed version of the standard T-45d PA fixed
- Glow for Stimpacks fixed
- Destroyed Power Armor textures fixed
- Nightvision Charge Meter now included (was left out of main installer)

Gameplay & Options
- Fixed the Margarita Meltdown perk
- Soldiers at the GNR battle now use the BoS PA version and make use of the new weapons
- Hopefully, the "cant open door to Eden" bug should be resolved. Drawback is that you cant come back to Raven Rock anymore.
- All bugged/non functioning shotguns should now be fixed for everyone including the CAWS
- Destroyed Power Armor Items can now be used for repair
- Fix to Options Menu (was unavailable after Explosive Breach menu)
- Minor Menu fixes & updates


:: Adjustments

Visual
- Plasma Rifle and Pistol textures updated
- Now all SMG's, Assault Rifles and Machineguns no longer use "long bursts" in VATS


Weapons
- Crit Damage for all Miniguns added
- Enclave Backup Pistols adjusted (14mm Pistol is now rarer)
- All weapons have now a proper (based on weight/size) "Base VATS To-Hit Chance"
- Damage to Weapon Multiplier for 25mm Soviet flak reduced to 0.10
- Damage to Weapon Multiplier for 25mm Dismounted AA Canon reduced to 0.15
- Damage for (nearly) all Shotguns reduced by around 10-13%
- Critical Damage for (nearly) all Shotguns reduced by around 15%
- "The Terrible Shotgun" made a bit better compared to other Shotguns and the value increased
- Glocking Out changed to Glockwork Orange.
- Long bursts removed for all Shotguns which had it (should have been this way in the first place)
- Various balance adjustments to all MG's (overall a bit more powerfull) - thx to Azumazi for his feedback
- Increased Railway Rifle damage by about 80%
- Changed the unique Aufstand Gewehr - now a lever action ms490, with the knockdown on crit
- First BoS patrol from GNR to WashMem added
- Increased Power Fist + Fisto! Damage by a small amount, about 10%
- Increased Shocker damage by a lot (1/3 base damage and increased electricity damage), but now uses one Small Energy Cell per punch (experimental!)(Fallout1+2 anyone?)
- Increased Brass Knuckles + Unique variants damage by approx. 20%
- Increased deathclaw guantlet damage to match improved Power Fist damage (as it was in vanilla)


Armor/Apparel
- Power Armour helmet crit chance reduced from 15% to 5%
- Armor enchantments overhauled - SPECIAL boni are far more common b/c they actually have a use later on;


Loot/Vendor Lists
- Plasma Rifles made a little bit more common
- Ammo loot reduced a lot
- Chems / Stimspack less common in loot lists
- Grenade and Mine loot reduced
- Weapon loot lists were overhauled (now make much better use of new weapons, before they were mainly consisting of vanilla items)
- Vendor lists were updated, sell now less chems/stimpacks
- Scrap Metal made less common
- All the MQ11 BoS Snipers will now use CA + lvl 3 BoS Snipers.


NPCs
- Upgraded The Surgeon inventory
- Upgraded another Raider Boss (Gankly the Backstabber) and Miniboss (Grendal)
- Updated another Raider Boss (Flame-On)
- Reverted back to normal the Hit Squads Scripts.
- All Regulators tweaked to be a full faction and not Hit Squads guys only. Now mirror the Talon Company better. Should not attack on sight anymore, wont have a bounty on you in their inventory if they are friendly, etc.


Gameplay & Options
- Stimpack price increased by 25%
- Super Stimpack price increased by around 30%
- Repair costs increased by 25%


:: Additions

Visual
- Added High-poly ground models for T-45d and Enclave Helmets
- New Cherry Bomb explosion added (Explosive Breach)
- New texture for female underwear added

Weapons
- New sounds for the RPK-74 and PKM
- Unique "Klamath Calamity" added
- Unique "The Third Leg" added
- Unique "Banhammer" added


Armor/Apparel
- Dunce's Cap and some other enchantments finally used (still WIP)


Loot/Vendor Lists
- Super Stimpacks added to loot lists
- Vanilla Raider weapon and armor lists updated with new gear
- Vanilla Slaver weapon and armor lists updated with new gear
- Many more vanilla lists updated to make use of FOOK items


World
- Updated the PPSH in Meresti to have a lower cound and to be owned by the Family.


Lore & Flavor Material
- A little backstory given to Autumn's Father. Check the good ol' Colonel locker.


Gameplay & Options
- Can now mez all Talon NPCs & Regulators
- Added God Containers to Test Options Menu
- Added No Repair in Combat to Test Options Menu
- Added hotkey for FOOK Options Menu - 'O' for Options



:: [censored]

- Sonora Cruz [censored] dialogs should now have lips synch.
- Hopefully, Sonora should now give you your Duster and your bed when joining the Regulators. (again, another bug I'm not sure of the source).
- Raider Captives are here ! Check [censored] and some raiders places!
- Minor change made to the way the Vault 87 door opens. Try to visit it from the exterior before and after MQ08!
- A Crashed Vertibird has been added... somewhere...



:: DIK

- Updated Main Files and DIK .esp (fixed some bugs about MP-51 Medic PA, Cat's Paw, notably).
- VSS Armory had the Microfusion Cells changed to 2mm EC rounds to match the Gauss Rifle new ammos.
- Pitt Armors now in the Wasteland !
- Nerfed the Anchorage exhibition lock level to 100.
- Re-check of every NPC of DIK to have a good iventory and a unique inventory
- Tribals & Smugglers of Point Lookout balanced for a much low-level friendly adventure. They are still stronger than their Wasteland counterparts, though.
- Removed the Long / Short Burst tag in all DIK weapons
- Tactical Infiltrator G4A2 made rarer.



:: Zeta Addon

- Hopefully, the Zeta US soldiers should now use their assault rifle (another bug I'm not sure of the source).
- One of the lootable Power Armor is now a Army Power Armor.



:: EVE Addon

- Fixed HK40
- Autumn's gun anim fixed
- Elder Lyon's gun stats fixed
- Overall update to be compatible with the FOOK2 main file changes


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:: FOOK2 Beta Patch v1.1 change log

FOOK:
- Scrap Metal added to the Repair Lists which had not it.
- All the big Sniper Rifles are now correctled Big Guns (Barrets, BOZAR, AW-50).
- MP5A2 anim fixed (thanks to Simpson).
- AR10 sound fixed (thanks to Simpson).
- Brahmin dairy products will now restore radiations rather than damaging it. Also, Punga fruits were buffed a little to in line with that change.
- All the Vendors inventories of the world are re-done (thanks to Shadowborn).
- All the ammunitions of the world were checked and moved a little if needed to looks good with the new clip models (thanks to Shadowborn). The same will soon be done for the DLC. 10mm and 308 are already done in DIK.
- Added a new ISFX when wearing a riot helmet (Vault 101 and Rivet City). Thanks to Atikabubu.
- Shell Rains mod removed for testing. We'll see how people reacts. This mod is cool and a good idea, but sometimes cool don't means good in-game, and a lot of people report massive lags when there's a firefight involving a lot of Miniguns.
- Put back the vanilla foods name and looks. "Cheezy Poofs and Rations" mod food, from TheOutbreak (http://www.fallout3nexus.com/downloads/file.php?id=6204) are now new foods and will soon be mixed in the world as we did for ammos.
- One of the Power Station had a stimpak who couldn't be took because it was covered by static clipboards. The clipboards were changed to real Misc. Items variants.
- Updated Amata's Beretta look and stats.
- Last Update from "Burns Flames and Fire" mod, by lilgamefreek (http://www.fallout3nexus.com/downloads/file.php?id=6183) included and tweaked for FOOK. Pyrotech perk description made clearer. You can now take another perk - Margarita Meltdown, wich let you craft Flamer Fuel at a Laboratory.
- Removed the normally unplayable outfits (Mac Cready's Helmet) from FOOK data and the QA Box.
- The EVE red ! has been fixed
- Should have hopefully fixed the White House Utility Tunnels crash.
- Fixed Lucy's Weapons into Wattz weapons (will fix the graphical glitches and suit her better).
- Buffed the Child At Heart perk to give you more bonuses with "childish" foods like bubblegums, chocolate & caramel, and cereals.
- updated all followers packages to behave better when in Sandbox.
- Fixed the Patrol Caps texture paths.
- Added Black Patrol Cap to the correct repair list.
- Added Moonshine to the Margarita Meltdown Alcohol List.
- Changed Braun's Switch message to something more neutral.
- Bit More Variety in the Merc and raiders outfit bonuses.
- Last Shadowborn update of ammunitions in the world (shotgun shells)
- Mitchel's Side arm's laser pointer fixed
- Missing SIG SG-552 Commando Black texture fixed
- Perforator minigun texture fixed
- SW .44 Magnum texture fixed
- Tribal Power Armor helmet texture fixed
- Ammo loot increased for NPC's that use 8mm DU weapons
- Ammo sold by Vendors was adjusted (better range of ammo)
- Ammo box lists improved (better ammo variety)
- Fixed the Dart Guns proj affected too much by Gravity
- Winter PA bagpack is back
- No one was using the Merc Outfits in their random lists. Fixed.
- Crazed Survivor of Grayditch fixed not to use Tribal Outfit !
- Minor tweaks to Militia Outfits.
- Created a Ammo Box for 8mm
- Blood splatters were improved as well as more gore added (we make use of dDefinders mod => http://www.fallout3nexus.com/downloads/file.php?id=101 )
- Reload anims of the XM8, HK416, G36C, G36E, UMP45 and USC were changed to a more fitting one
- Stimpacks changed to glow red instead of green
- MG36 scope fixed
- M14 sound fixed
- M1918 BAR sound fixed
- Fabarm scope added
- Unique Fabarm (Aufstand-Gewehr) stats fixed (now it's actually stronger than the standard Fabarm)
- Talon Long Sleeved CA and Talon heavy CA gloves fixed
- Spelling mistake corrected for purple blindfold
- Balance changes for the following Sniper rifles: AR10, Dragunov, IMI Galatz, Psg-1 and Vintorez
=> Semi automatic fire delay lowered from 0.5 to 0.2
=> Rumble changed (now much shorter)
=> Damage reduced by 15%
=> Crit. Damage reduced by 20%
Note: Changes were done to better reflect the semi automatic nature for these sniper rifles. They will now fire at a much higher frequency and thus the damage was lowered to balance it.
- Retexture of Roving Trader Outfit by FoxtrutZulu added ( http://fallout3nexus.com/downloads/file.php?id=8657 )
- Added "Better PreWar and Burned Books" mod by ObsidianStag ( http://www.fallout3nexus.com/downloads/file.php?id=3679 )
- PreWar Book that can't be sold at Arlington Library renamed to Cat's Paw Magazines
- Booze bottles were changed to classic names / textures
- Food and some other clutter (Abraxo Cleaner etc.) textures were changed back to their vanilla textures
- Equip type for Energy Gatlings changed (they use the Energy weapons skill _NOT_ the big guns skill)
- Fixed missing sleeves in 1st person for Assassin's robe
- Stimpack color/glow changed to red
- MP-51a Medic Power Armor buffed to be a little more useful.
- There's now a little easter egg - and a Unique! in Vault-Tec HQ. Thanks to Atikabubu!
- Little lore update between Enclave and Talon. Search for clues!


DIK:
- Tweaks to npcs to have more variety and non-bugged outfits (a lot were bugged when changing from FOOK to by FOOK2). Will also bring a lot of named npcs. Still WIP, have done only Anchorage and The Pitt.
- Anchorage minigun and Power Armored Soldiers fixed.
- Fixed the "bad karma" alien workers of MZ
- Quantum Scientist Perk requirments fixed (thanks to Simpson).
- Destabilizer animation (MZ) fixed.
- The code for the Laboratory which let you craft Nuka Cola Quantum if you have the Quantum Scientist perk and Bio-Gas Canisters if you made the right quest in Point Lookout was upgraded. You will now need 3 Punga Fruits to craft a Canister.
- Fix : No weaknesses perk now up all your stats to 5 + bobblehead (thanks to Simpsons)
- Updated Anchorage weapons to scale better with your level.


[censored]:
- Added an Outcast Field Camp near one of the Satcom Tower.
- Megaton Map Marker back to normal in the map marker plugin. WIll soon be included in [censored] when I'll have cleaned Dupont Circle.
- Changed a bit some FOOK dead bodies. Check the Smith Basemants at Andale and in Gallo's Lair.
- Gave the Enclave Map Markers of the Map Markers addon less "RP" name to show they will be removed.
- Crashed Vertibird encounter in-game

=================================================================


Setup Guide

!!! REQUIRED TOOLS !!!


ArchiveInvalidation Invalidated! (AII!)

Fallout Mod Manager (FOMM)

Fallout Script Extender (FOSE) - Strongly recommended




SETUP INSTRUCTIONS

1. Install FOOK2 Beta Files
* Download the FOOK2 Installer - http://www.fookunity.com/fook2/
* Run "FOOK2 Public Beta Setup.exe"
* Verify the installation path to your Fallout 3 folder
* Confirm and complete installation of files


2. Arrange Load Order
* Launch FOMM
* Arrange and select files to load

Without DLCs:

[x] Fallout3.esm
[x] CALIBR.esm
[x] FOOK2 - Main.esm
[x] FOOK2 - [[censored]] World and Neighbourhood Kit.esm
[x] FOOK2 - Main.esp

With DLCs:

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


3. Add Fixes & Updates
* Any fixes, updates, or additional files are currently listed here: http://www.fookunity.com/fook2/
* Unless instructed otherwise, place or extract files to your "Fallout 3\Data" folder


4. If adding FOOK2 to an existing game (not recommended), wait 4 days (in-game) in an empty, indoor cell so actors can respawn with proper items


5. If upgrading or adding patches to a previous FOOK2 Beta version:
* Load save game
* Enter console and type: StartQuest FOOKOptions
* Close console
* Choose "Set FOOK Defaults"
* Save game



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:: FOOK2 Public Beta Readme

Current Features

All features subject to refinement based on user feedback

[WIP] = Still a current Work-In-Progess
[FDA] = Final Development and Adjustment

General

High quality control of added models and textures
- Many lower-quality FOOK weapons and other items removed
- Many existing models and textures improved to higher standards
- Many new high-quality models and textures added (see below)


Integration & Balance

All added weapons and items fully integrated into Fallout 3 gameplay
- Leveled loot drops include new weapons and items
- Static loot placed in the world updated to account for new weapons, ammo, and items [WIP]
- NPCs use new weapons and gear, with clear, faction-based variety
- Complete overhaul of the NPC templates and leveling system for all major factions (BoS / Outcast / Enclave / Mutants / Raider / Slaver / Regulator)
- Vendors sell new weapons and items, with increased variety, increased changes to stock over time, and more specializations for certain vendors
- All weapon and item stats completely reworked and balanced for consistency
- Quest-lines, Messages, Notes, and other text that deal with specific items have been updated to include new items and changes where appropriate [WIP]

All this means a massive increase in the diversity of weapons and items you encounter throughout the game!

All added mod features fully integrated into Fallout 3 gameplay

Names of all vanilla FO3 and FOOK weapons and items standardized for consistency

All new PipBoy icons modified or completely redone in a consistent "Vault-Boy" style [WIP]

All additions and changes either abide by existing Fallout lore, or explained by new backstory appropriate to the Fallout world


Weapons

Over 150 weapons added!
- 11 Grenades and Mines
- 22 Melee Weapons
- 14 Shotguns / Rifles
- 25 Pistols
- 21 Sub-Machine Guns
- 36 Assault Rifles
- 11 Sniper Rifles
- 21 Miniguns, Gatlings, Machinguns and other Heavy Weaponry

Majority of these are brand new to FOOK!

High-quality retextures of all vanilla Fallout 3 weapons

Hundreds of brand new, custom textures for vanilla FO3 and FOOK-added weapons

New unique variants of many vanilla FO3 and FOOK weapons

Realistic, high-quality shell casing models and textures, plus greatly increased persistence

New and improved weapon sounds

Seven added ammo types, simplified from earlier versions of FOOK


Armor & Apparel

Large variety of Armor, Apparel, and Accessories added!
- Several new types of Civilian Clothing
- Many new Outfits and Armor types including varieties of Combat Armor, Light Armor Outfits, Military Uniforms and more
- Lots of new headgear such as Hats, Berets, Helmets and more
- 2 types of Backpacks in several varieties
- large collection of extra head wear accessories such as mufflers, earings, blindfolds, eye patches, collars and more

High-quality retextures of a huge part of vanilla's FO3 Apparel items

Many brand new, custom textures for vanilla FO3 and FOOK Armor and Apparel items

Complete overhaul of all Power Armor and Helmets with Ultra High-quality textures


Ammo, Aid, & Miscellaneous Items

High-quality models and textures for FOOK-added ammo ground models (ammo clips and boxes)

High-quality retextures of vanilla FO3 ammo boxes [WIP]

High-quality retextures of more than 80 vanilla FO3 clutter items

New names, models, and quality textures for most food items

10 new food items added!

37 brand new, custom junk and component items added with custom models and textures [WIP]


Gameplay & Mechanics

Overhaul of Food and Chem effects

Careful adjustment to key Game Settings
- Maximum Damage Resistance increased to 90%
- Slower Weapon and Armor degradation
- Effectiveness of Repair skill reduced

Destructible bottles, and other small clutter objects

New mechanics to breach locks with explosives [FDA]

Increased Realism Features
- Power Armor takes more damage from battle, possibly being destroyed and unrepairable
- Heavy Weapons can always be wielded, but require Power Armor to be truly effective
- Movement speed is reduced while firing Heavy Weapons [WIP]

Overhaul of Repair system [WIP]
- New features to break weapons, armor, and miscellaneous items down into component parts
- New junk and component parts added to appropriate repair lists

Automatic FOSE Detection
- Advanced features automatically disabled or modified if running the game without FOSE
- Game will not break without FOSE (FOSE is strongly recommended)


Visual Effects

Dozens of new visual effects for energy beams, projectiles, impacts, explosions, and critical deaths [FDA]

Greatly improved blood-spatter effects

Brand new, custom Nightvision effects that look authentic and really work!


Options & Settings

Easy to access, single menu for various options [WIP]

Many features can be modified or disabled at any time in game, without the need for additional plugins [WIP]

Single option to remove FOOK-added perks if uninstalling FOOK from an existing game [WIP]


Mod Support

No additional mod support at the moment - please see the Planned Feature List


FOOK Addons

Wasteland And Neighbourhood Kit (W.A.N.K):

All the merged mods were tweaked and customized to work with FOOK and our own design. If you like FOOK, you should also vote for those mods and show your support.

- Minor corrections in all the game world. Ex : Chryslus building now have music, some items were moved, ...
- Minor things put at specific places. Not worth listing them all, but by exemple, now Fort Bannister and Fort Independance got their own Fort Signs, like Constantine.
- A Lot of genericly-named Cells had their named changed for more fun in exploration. Ex : the before nameless Shop in L'Enfant Plaza is now correctly called Madame Jealle's.
- There is now a lot more bodies, skeletons and dead people everywhere. Original Mod : RK Skelette
- There is now a lot of Notes, letters and other texts to found in all DC. Original Mod : DC Confidential
- A [censored]load of Map Markers will be included in a coming update. Goal is to make sure all the map is interesting to explore without being crowded. Will be incompatible with More Map Markers mod.
- You can recruit Amata and Autumn as followers if you make the right choices in two quests.

Canterbury Commons
- "Oldie Herman" and his Blackwater Mercenaries have been hired to protect the town and its caravans, but not against crazy super-freaks. Whoops!

Fort Independance
- The zone is now owned by the Outcasts, meaning you cant steal everything as easily as before.

Gidershade
- Sierra now has finished her collection of Nuka Items. Original Mod : NukaPal
- Sierra Petrovita's Nuka Cola machine can now be opened with the right key. Will you be heartless enough to take the key on her?

Megaton
- The Child of the Atom now have a nice little "temple" for their bomb. Original Mod : Praise Atom

Raven Rock
- Autumn's Room was changed a bit to include his own Terminal with very important lore.
- You should be able to go back into the base once you've left it, but there's so much parameters (Broken Steel, etc.) it may not work that good.

Regulator's HQ
- Can now be entered even without the Lawbringer Perk.
- Has been upgraded to a full house, with furnitures and beds. More story is coming, but there's already some hints on the relationship between the BoS and the Regulators.

Rivet City
- Lag-Barrel of the Market Removed.
- A lot of cleaning was done to remove most of the litter, rubbish and papers, the city should now look like an advanced town instead of a scrapyard.
- The wedding had a nice little overhaul. Nothing too fancy, but still cool. Original Mod : Weddhing Overhaul

Paradise Falls
- You can now Fast Travel from inside the place.

Power Stations
- All Power Stations had their map marker changed to reflet they are owned by Poseidon Energy. Who are those guys ? Check Fallout 2.
- Now all the Terminals in Power Stations have been changed into Poseidon Energy Terminals.

Scrapyard Office
- Littlehorn & Associates can now be entered even without the Contract Killer Perk.
- Sheva Shrike, a Talon Emissary, will give quests ... later.

Tenpenny Tower
- Now has its own radio station. Original Mod : Tenpenny Tower Radio

The Citadel
- Defenses have been beefed up a lot, to look like a real military base. Original Mod : Beefed Up Citadel
- The zone is now owned by the Brotherhood of Steel, meaning you cant steal everything as easily as before.
- A lot of cleaning was done to remove most of the litter, rubbish and papers, the city should now look like an advanced town instead of a scrapyard.

The Clarabella
- This mysterious hospital in DC is closed, but may open its doors soon ...

Vault 76
- Mentionned in the Brotherhood files but not found in the Wasteland, is to be added by [censored]. Still WIP, will you find the temporary location ?
- Using a West Coast Vault Design, it was a former Control Vault. Original Mod : Vault 15

Vault 87
- The zone have been revamped, with a new Overseer Room and a good, working entrance (which will be unlocked only after you are captured by the Enclave).

Vault 101
- Beth forgot to put a security camera on top of the Vault 101 Entrance for the Trouble on the Homefront quest.
- Classroom now have a Terminal.

Vault 112
- Tranquility Lane is now in Technolor, using the same technology as Operation:Anchorage. Original Mod : Full Color Tranquility Lane
- You can now kill Dr Braun if you can access his room. Original Mod : Dr Braum RIP



DLC Improvment Kit (DIK):

All the merged mods were tweaked and customized to work with FOOK and our own design. If you like FOOK, you should also vote for those mods and show your support.
- Corrected a [censored]load of vanilla bugs.
- NPCs of all DLCs will now use a greater variety of weapons and outfits from FOOK. DLCs weapons and outfits have also been integrated into DC NPCs lists.
- All weapons, items, armors and objects effects were balanced and tweaked to fit with the FOOK design.
- Updates to all perks & repair lists to make use of the new stuff. Ex : Heavy Incinerator is now correctly used by Pyromaniac Perk.
- Expands FOOK leveled lists to no less than lvl 30 !
- Explorer perk will now also reveal all DLC locations if you took it before loading them.

Operation:Anchorage
- You can now loot in the VSS Armory a note and a key leading you to the Museum of American History, where the Anchorage Reclamation wing was cleaned and opened for you. Who knows what lies inside ?
- You can find a strange interrogation holotape in the VSS Outpost.
- A lot of things were tweaked to make Anchorage lore more interesting.
- Quite a lot of visual upgrades. Check out Wei DX armors and eidospsogos' hHiRes Chinese Stealth Armor

The Pitt
- The Steel Mill has been updated to give you FOOK ammunitions and to accept a lot more items.

Broken Steel
- You should now be able to finish the Main Quest with any races. Original Mod : Custom Race Endings Broken Steel OverRide
- A cut unique is to be found.
- Quantum Chemist perk has been edited to let you craft Quantum at a Laboratory instead of appearing out of nowhere. Original Mod : My First Laboratory Expanded
- Some perks were tweaked to be either more useful or able to be taken at a lower level.
- Almost Perfect will now raise your stats to 10 if you have the right bobbleheads. Original Mod : Almost Perfect Anytime Bobbleheads
- Beautiful Aqua Pura and Holy Water ! Original Mod : Aqua Pura 3000

Point Lookout
- Two new uniques and perks can be found. Original Mod : Point Lookout Goodies
- You can now find the Mirelurk Ecology Perk and book.
- The light of the Point Lookout world have been tweaked to feel a little better and scarier.
- You can now craft Bio Gas Grenades when you have finished the right quest. Original Mod : My First Laboratory Expanded

Mothership Zeta (separate plugin)
- Changed the workbench to use the vanilla scripts instead of new one, so it can be now used to craft custom things.
- Anchorage Reclamation stuff (Medic Armor, Chase Overcoat) got Operation:Anchorage'd.
- Karma penalty removed for shooting the snotty workers.





Planned Features


To be added during beta development

Weapons

New Crafted, Energy, Exotic, and Heavy Weapons!


Armor & Apparel

Huge new variety of customized outfits, created by mixing & matching existing outfit addons & accessories!


Ammo, Aid, & Miscellaneous Items

Continued expansion of new junk and component items, with brand new custom models

Conversion of some existing static objects into Miscellaneous Items


NPC Appearance

Use of customized NPC faces to better fit each character and setting

Options to use default vanilla FO3 faces


Gameplay & Mechanics

Expansion of Scrapping / Salvage system
- Expansion to include all Armor & Apparel
- Expansion to include new converted static items, such as Radios, Coffee Makers, and Shopping Carts

Extensive Crafting system!
- New Weapons only obtained through crafting
- Ability to craft certain normally occurring Weapons
- Craftable Outfits! New custom Outfits made by combining and adding parts from other outfits and other items!
- Ability to reload spent ammo casings to create more ammunition.
- Improvised Explosive Devices!

Timed Explosives

Conversion of some static objects into movable statics

Expansion of destructible objects, with new visual effects

Destructible Environments

Special Weapon & Outfit Combo bonuses

Adjustment of Faction based NPC spawns (compatible with MMM)


Visual Effects

Continued development / replacement of vanilla FO3 visual effects such as explosions


Options & Settings


In-game option to add or remove the Player Character's PipBoy Glove

Continued in-game support of options for added new features


Mod Support

Development of Compatibility Patches for other popular modifications
- Weapon Mod Kits - Full compatibility with greater weapon crossover than before!
- Mart's Mutant Mod - Full compatibility
- Enclave Commander




----------------------------------------------------

:: SUPPORT US

If you like this mod and want to support us then the easiest way to do this is to click on some of the adds on our http://www.fookunity.com, it takes just a second and helps us a lot to finance this whole thing and the services we provide.

We enjoy making this mod and offering the services that we do but it costs money so any help is welcome.

For those that would like to help us even more there is the option on our website to make a paypal donation.



----------------------------------------------------

::The FOOK Team

LinkesAuge - Lead Project Manager

Xporc - Creative Director
HugePinball - Technical Director
wiejiesen - Lead VFX Artist

Shadowborn - Senior Game Designer
Snowcone - Senior 3D Artist

Evhmovover - Concept Developer / QA
atikabubu - Game Designer / QA
Lord Simpson - Game Designer / QA


Thanks to the following Testers for their extensive effort in our Q/A department:

Delacroix
Kwikii1
MacroTM
TNT90
SpaceOden
Achronos118
Captain_CE
dragonfire89
Sturmteufel
cloudancer
ParasiteX
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Sat May 28, 2011 5:17 am

Little note:

First patch will be released today, more details will follow.
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Sat May 28, 2011 4:52 am

Looking forward to the update. Love the mod, and can't play without it. Keep up the good work :D
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Sat May 28, 2011 4:32 am

Glad to hear that a patch is on its way.
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Fri May 27, 2011 9:33 pm

Is the Scrapper for the workbench going to work now?
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Sat May 28, 2011 2:07 am

Looking forward to the update !
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Fri May 27, 2011 6:48 pm

Hopefully I finally be able to use the "Scrapper" function.
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Fri May 27, 2011 5:49 pm

I'm hoping we'll get some fixes for the various items missing proper textures/sounds etc
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Sat May 28, 2011 9:06 am

I'm hoping we'll get some fixes for the various items missing proper textures/sounds etc

A lot of the newer shotguns are bugged as well. You can't even fire them :lol:
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Sat May 28, 2011 8:50 am

@jaymo147: Do you have the latest FO3 patch? I can't fire them either, but I think that it's because I don't have the latest version of FO3 installed.
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Sat May 28, 2011 2:57 am

@jaymo147: Do you have the latest FO3 patch? I can't fire them either, but I think that it's because I don't have the latest version of FO3 installed.

I am patched up to 1.7.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sat May 28, 2011 9:40 am

does FOOK2 work with the unofficial fallout3 patch and all the dlc patches included?...
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Sat May 28, 2011 5:32 am

does FOOK2 work with the unofficial fallout3 patch and all the dlc patches included?...
There are conflicts, but nothing critical so far as I've seen. Load UF3P before FOOK and all should work out.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Sat May 28, 2011 8:48 am

okay, thanks for the help :), btw what about the dlc fixed uncluded in UF3P..
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Fri May 27, 2011 8:01 pm

A lot of the newer shotguns are bugged as well. You can't even fire them :lol:


I fired everyone of them, killed an Enclave trooper with one. They just don't make sound, but they do fire :)
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Sat May 28, 2011 2:04 am

I fired everyone of them, killed an Enclave trooper with one. They just don't make sound, but they do fire :)

Do shells actually come out? Every time I have fired one, it didn't do anything :lol:
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Sat May 28, 2011 3:33 am

FOOK2 Beta Patch v1.1 has been released, see first post for a change log.

Patch can be downloaded http://www.fookunity.com/fook2.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Sat May 28, 2011 1:59 am

yay! Though I don't see a link there at all... just a link to some minor fixes, and the full download...
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Sat May 28, 2011 7:18 am

yay! Though I don't see a link there at all... just a link to some minor fixes, and the full download...


make sure to refresh the page.
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Sat May 28, 2011 4:23 am

Refresh the page.
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Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Sat May 28, 2011 3:07 am

weird... there we go! thank you!
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Sat May 28, 2011 5:04 am

I am really nervous about overhauling the entirety of Fallout, but I do want a few of the skins from the pack that are just too [censored] to pass up. I'm going to have to extract it manually, though, there aren't any separate downloads for the Talon company merc outfits are there?
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Sat May 28, 2011 3:29 am

I am really nervous about overhauling the entirety of Fallout, but I do want a few of the skins from the pack that are just too [censored] to pass up. I'm going to have to extract it manually, though, there aren't any separate downloads for the Talon company merc outfits are there?


Please, don't be! There isn't really anything to be nervous about, providing you read the http://www.fookunity.com/forum/showthread.php?t=1008, and if you're worried about the changes that FOOK2 brings, I can assure you its not massively different from Vanilla in terms of actual gameplay, as on the FOOK team we try to expand on vanilla as opposed to redesigning the game as a whole. Don't be put off by the 'overhaul' title, its meant to give a sense of grandeur to the mod rather than attempting to scare people away.
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Fri May 27, 2011 11:55 pm

I am really nervous about overhauling the entirety of Fallout, but I do want a few of the skins from the pack that are just too [censored] to pass up. I'm going to have to extract it manually, though, there aren't any separate downloads for the Talon company merc outfits are there?


Eh, don't worry so much about it. Most of the content in FOOK2 feels like Bethesda would have placed it there, and most of it works even so early in the beta.

FOOK2 is truly the OOO of Fallout 3.
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat May 28, 2011 4:15 am

Crap, can't install it. Damn UAC. Any other way to install it, like moving the files into the Data folder yourself.
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

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