Issue with a FWE/FOOK LO

Post » Sun Nov 28, 2010 5:43 am

Hello, everyone! I'm trying to get a FWE/FOOK setup working, and having a little bit of trouble. LO attached, but basically the problem is that if I load "FWE - FOOK DLC Support.esp" the title screen never shows up. You get the regular film reel thing, and then just wait on the PA helm slide forevermore. If I don't load that plugin, I get to the menu fine - but then I assume I'll come across singificant issues down the line. Bum.

Anybody with a little more experience able to help out, here?
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmHairPack.esmImpervious Power Armour.esmCRAFT.esmCALIBR.ESMFOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.ESMFO3 Wanderers Edition - Main File.esmDarNifiedUIF3.espCASM.espCRAFT - Activation Perk.espFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.espFOOK2 Main [Hotfix].espFOOK2 DIK [Hotfix].espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - FOOK Support.espWeaponModKits.espWeaponModKits - FOOK.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espPowered Power Armor.espPPA - Ambient Temperature.espPPA - Broken Steel.espPPA - Operation Anchorage.espAmbient Temperature HUD.espPPA - FWE.espImmersiveHealth.espOwned!.espSavage Wasteland - Fewer Gun Wielding Maniacs.espRCmarketNoFire.espDAV_nowads.espphada_natural_regen.espNofxEnglish.espHelmPOV.espmuzzle with no lightening.espFWE - FOOK DLC Support.esp

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des lynam
 
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Post » Sat Nov 27, 2010 10:23 pm

FWE and FOOK2 aren't compatible

Patch is outdated...
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Gemma Archer
 
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Post » Sun Nov 28, 2010 4:09 am

FWE and FOOK2 aren't compatible

Patch is outdated...

Oh. I was under that impression, too, but was recently assured otherwise. Ah well, restorefrombackup time!
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james reed
 
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Post » Sun Nov 28, 2010 7:57 am

People do run FWE + FOOK together. I wouldn't recommend it if you want to have everything balanced and working with minimal problems. Your asking for headache's running them together, least of all due to duplicated features (i.e. both mods use explosive entires), let all incompatible balancing approaches.
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carla
 
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Post » Sun Nov 28, 2010 2:57 am

People do run FWE + FOOK together. I wouldn't recommend it if you want to have everything balanced and working with minimal problems. Your asking for headache's running them together, least of all due to duplicated features (i.e. both mods use explosive entires), let all incompatible balancing approaches.

Ah well. I was only going to give it a try because I'd been assured they would work together well - but my expereinces, and your words, certainly differ from that. I'll just stick with FWE, then, it's almost perfect anyway :P
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TASTY TRACY
 
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Post » Sun Nov 28, 2010 7:29 am

For FWE we are looking to add more equipment in the next version. Not all lot, but rounding out things with a few more small guns, and more big guns + melee stuff . . . most all of it consistent with prior FWE games. If you want a head's up . . . we're basically looking to integrate a lot of what's in CFWR (Classic Fallout Weapons Reworked), given that FWE built in the original CFW a long time ago.

That said, we've been begun discussions in the dev team regarding the best approach for getting other weapons + equipment into the game. I'm really not keen on integrating much more into FWE, particularly once we've used up all the "canon" weapons still left to integrate. The leading option is to pick one of the many weapon compilation mods floating around nexus, like the http://www.fallout3nexus.com/downloads/file.php?id=10681 or http://www.fallout3nexus.com/downloads/file.php?id=5059, and develop a FWE compatiblity patch for it, rebalancing weapons for FWE's system, and reworking the leveled equipment lists for consistency with FWE's faction changes.

If anyone has any some advice or suggestions on which pack to look into, please feel free to speak your mind. I haven't used any of them, so I can't comment.

Thanks!
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Kit Marsden
 
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Post » Sat Nov 27, 2010 10:02 pm

For FWE we are looking to add more equipment in the next version. Not all lot, but rounding out things with a few more small guns, and more big guns + melee stuff . . . most all of it consistent with prior FWE games. If you want a head's up . . . we're basically looking to integrate a lot of what's in CFWR (Classic Fallout Weapons Reworked), given that FWE built in the original CFW a long time ago.

That said, we've been begun discussions in the dev team regarding the best approach for getting other weapons + equipment into the game. I'm really not keen on integrating much more into FWE, particularly once we've used up all the "canon" weapons still left to integrate. The leading option is to pick one of the many weapon compilation mods floating around nexus, like the http://www.fallout3nexus.com/downloads/file.php?id=10681 or http://www.fallout3nexus.com/downloads/file.php?id=5059, and develop a FWE compatiblity patch for it, rebalancing weapons for FWE's system, and reworking the leveled equipment lists for consistency with FWE's faction changes.

If anyone has any some advice or suggestions on which pack to look into, please feel free to speak your mind. I haven't used any of them, so I can't comment.

Thanks!


I think if you're going to add a lot of weapons, it should be optional - I originally chose FWE over FOOK because it seemed to focus on doing a good amount well, rather than doing a humongous amount of stuff decently. Having said that, there's a lot to be said for variety! Every raider in the wasteland having one of about 6 guns /can/ get old, but it also saves you from a lot of unneccesary complexity. So, my suggestion is to increase the variety a little in the main mod, making sure that each weapon is distinctive (We're not playing borderlands here!) and has a purpose, and then add the legions of similar-yet-different guns through an optional plugin, much like the worn weapons currently are.

One thing that could help to increase variety is enemy-customised weaponry, though. I've found raiders with weapon mod kits and compatible guns, why didn't the 2+2=4? Why have none of the enclave jacked up the power output of their weaponry? Perhaps the solution isn't more guns, but doing more with the guns already there.
(But seriously, wouldn't it be awesome to say, use an entire MF "magazine" at once and shoot a really powerful laser, at the expense of a good chunk of weapon health? If I were an enclave soldier I'd totally want to do that!)
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Blessed DIVA
 
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Post » Sun Nov 28, 2010 9:29 am

I think if you're going to add a lot of weapons, it should be optional - I originally chose FWE over FOOK because it seemed to focus on doing a good amount well, rather than doing a humongous amount of stuff decently. Having said that, there's a lot to be said for variety! Every raider in the wasteland having one of about 6 guns /can/ get old, but it also saves you from a lot of unneccesary complexity. So, my suggestion is to increase the variety a little in the main mod, making sure that each weapon is distinctive (We're not playing borderlands here!) and has a purpose, and then add the legions of similar-yet-different guns through an optional plugin, much like the worn weapons currently are.


Yes, that's basically what i was trying to say up above . . . were adding a modest amount of new stuff. For example, there are about 30 weapons in CFWR that aren't in FWE, but DO appear in prior fallout games. Were considering all of those, but were not likely to blindly include all 30. One of the things i hope to accomplish with a few new additions is create a little better diversity as far as ammo goes. Some new .45cal weapons are needed, and we'll likely end up adding some 9mm weapons, but we need to add enough so that you stand a chance to find the ammo!

The compatiblity patch with one of the other big weapon mods would be entirely optional.

One thing that could help to increase variety is enemy-customised weaponry, though. I've found raiders with weapon mod kits and compatible guns, why didn't the 2+2=4? Why have none of the enclave jacked up the power output of their weaponry? Perhaps the solution isn't more guns, but doing more with the guns already there.
(But seriously, wouldn't it be awesome to say, use an entire MF "magazine" at once and shoot a really powerful laser, at the expense of a good chunk of weapon health? If I were an enclave soldier I'd totally want to do that!)


That isn't a bad idea at all . . . and we may do that. We're looking at some energy weapon varients in particular, so we'll keep your suggestion in mind!
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Alex Blacke
 
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Post » Sun Nov 28, 2010 1:47 am

One of the things i hope to accomplish with a few new additions is create a little better diversity as far as ammo goes. Some new .45cal weapons are needed, and we'll likely end up adding some 9mm weapons, but we need to add enough so that you stand a chance to find the ammo!

That's a very good idea, the only way I've ever been able to continue shooting some of the weapons with more exotic ammo is to splash a few thousand caps every few days :(
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Sudah mati ini Keparat
 
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