[RELz] F.O.O.K. - The Fallout 3 Overhaul Kit

Post » Sat Apr 02, 2011 1:28 am

hey does this mod have something like natural selection in the mmm mod?
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Kat Stewart
 
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Post » Fri Apr 01, 2011 9:12 pm

@ ag8796: nope

@ Hellbishop / BurnsBabyBurns:

backpacks were removed intentionaly. Like you prolly have noticed miniguns without backpack are belt feed. More realistic and looks better so i hope you dont mind. Other miniguns will get the same treatment in future.

Regarding your crahes... well MMMF adds more NPC's and we more items with higher res textures so this can be too much for some comps but besides that i dont see any way that FOOK could cause crashes.


Btw v1.3 is out fixing some major compatibility issues with MMMF3 due to me forgetting to put in the updated MMMF3 FOOK esp (the reason why many ppl had NPC's without the right gear).
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Yonah
 
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Post » Sat Apr 02, 2011 12:12 am

It does seem kinda odd to not have the backpacks for the miniguns after using them for so long, but at the same time I don't remember having the packs in the original Fallout games, I'm a little on the fence about it.
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Rinceoir
 
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Post » Sat Apr 02, 2011 1:35 am

Backpacks don't work on these Miniguns because they have clips. A minigun with pack would be belt fed from the pack and have an absurd amount of ammo, and once that "clip" is empty the gun is useless. Just ask this guy; http://www.ugo.com/games/metal-gear-solid-characters/?cur=vulcan-raven. All that aside the backpack made the gun look so much cooler, but I'm not sad to see them go.
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glot
 
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Post » Sat Apr 02, 2011 12:52 am

Was the bug with Jaysus baseball caps sticking onto my ear fixed in the last update?
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Jade Barnes-Mackey
 
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Post » Sat Apr 02, 2011 5:51 am

it was fixed by "removing" them for the moment. Didn't have the time to look closer into it but somehow the mesh doesnt want to get aligned properly (ya i did update facegen in GECK etc.).

My focus is currently to get the other content working without flaws after that i'll go back to adding/adjusting the new content.
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Jeremy Kenney
 
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Post » Fri Apr 01, 2011 11:20 pm

Know what: I never actually thought about it that way linkesauge... And know what... changing that aint a bad idea. But at least keep the packs for those energy weapons.

But with packs gone there are two problems: Its impossible to tell what enemies (and allies) are carrying and the world model still has the pack (in some cases) making this change seem like a bug.

And finally I'd like to make a suggestion: It seems that the Super Mutants havent really been up to spec compared to their adversaries. Seems to me like all they carry are ww2 weapons (tommies, garands, ppshs), but Im thinking there is a whole catergory of completely underused weapons: What about Fallout's crafted weapons like the railroad rifle and a score of others? Could those weapons appear more often?
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Kelly Osbourne Kelly
 
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Post » Sat Apr 02, 2011 5:49 am

the type and ratio of weapons that appear depends on your level (wasn't the case to that extent before v1.2).

The stuff you mentioned should become a lot less common with higher levels, whats your char lvl?

One thing i did different to vanilla is that i dont let weapons just "disappear". In vanilla a lot of stuff gets just replaced by the next best thing. Wont happen in our mod, it will get rarer with each lvl but there is always a chance for "older" weapons to appear.
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Claire Lynham
 
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Post » Fri Apr 01, 2011 3:25 pm

moin!

first post here ;)
Ive found a bug. Donnu if its related to FOOK or Enclavecommander.
Fook- ver 1.28c or 1.3 donnu exactly. and EC 0.8
I had a fresh install however.
i started a new game with alternativ start as an outcast. i called some ground support and noticed the enclave troops wear new weapons! (My very first try with FOOK)
so i thought, show me what u got and looted the enclave via the textmenu ( i didnt kill them)
I looted two weapons, the ammo and armors:
1: was an SMG ( donnu the exact name)
2: A sniper ion rifle with EC ammo
First thing i noticed was the enclave guys i looted freezed. they didnt moved anymore and and it seemed like they've got the weapons in their hand (without the weapon). argh my english :X
second : i looted 3 EnergieCells. for the rifle, which wont run off if i shoot..
so i got infinite ammo.
i hope everyone understand what i mean.

greetz

PS: before i used FOOK i used ur enclave retexture pack. ( i had to reinstall the game due to format c:\ :X) now i only use the FOOK- retexture pack)
now i notived the laserrifle i had on startup ( as outcast, u start at fort independence with laserrifle) looks like the vanilla one :(
is this intended?i'd love to see teh darker, black one form ur enclave retexture pack..
can i just install ur RT-p over the FOOK- texturepack? nay compatibilityissues?!
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Elizabeth Lysons
 
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Post » Fri Apr 01, 2011 9:19 pm

Bugs using Fook with 1.3 files

Lucas Sims has the wrong ammo type
Welder's Shade mesh is messed up and mounts on my character's ear.
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Chloe :)
 
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Post » Sat Apr 02, 2011 6:18 am

One thing i did different to vanilla is that i dont let weapons just "disappear". In vanilla a lot of stuff gets just replaced by the next best thing. Wont happen in our mod, it will get rarer with each lvl but there is always a chance for "older" weapons to appear.


Thats great to know the world has a certain consistency to it with F.O.O.K.
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Emma Pennington
 
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Post » Fri Apr 01, 2011 4:51 pm

Bugs using Fook with 1.3 files

Lucas Sims has the wrong ammo type
Welder's Shade mesh is messed up and mounts on my character's ear.



Welder's Shade will get fixed with the next patch as well as Lucas Sims wrong ammo type. Actualy it gets changed back to the wrong type by the balance changes.esp, main NPC's (the ones outside the faction templates) in there still use the old stuff, need to adjust these.
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Miss Hayley
 
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Post » Sat Apr 02, 2011 6:27 am

damn it i can only drool over the sixiness of the weapons and wish i had an amazing PC and the PC version :(
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Marine Arrègle
 
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Post » Sat Apr 02, 2011 4:55 am

the type and ratio of weapons that appear depends on your level (wasn't the case to that extent before v1.2).
The stuff you mentioned should become a lot less common with higher levels, whats your char lvl?
One thing i did different to vanilla is that i dont let weapons just "disappear". In vanilla a lot of stuff gets just replaced by the next best thing. Wont happen in our mod, it will get rarer with each lvl but there is always a chance for "older" weapons to appear.


Everything I see in Fook is based from the view of my level 20 chick. It would just be interesting seeing how muties do with crafted weapons.
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Sasha Brown
 
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Post » Sat Apr 02, 2011 4:24 am

hiya, some balance feedback for ya

just been playing a bit with the new versions (since you altered it so raiders dont start with assault rifles), with xfo and mmm

i have to say i reckon now it is too far in the other direction, at the early character levels. i dont mind all the naked raiders running around (although the fact they are in spotless shorts and white shirts is a bit weird!), i think the balance there is ok, maybe not quite enough guns, but the lists are still a bit weird. for example clearing out super duper mart at level 2, i got maybe 10+ raiders with melee weapons or nothing, 1 wastlander 32, a pipe rifle (so far so good, maybe a slightly higher chance of low pistols needed, but good), a pancor jackhammer and a prototype laser pistol

just seems a bit weird. once the prototype dropped everything was really easy to kill. maybe i just got really lucky, but the pancor dropped too. others may disagree but i think the first few levels should really have hard limits, as it is just a bit easy now. before you found assault rifles, but the enemy had them too. now all you need is one good drop and everyone is just target practice, cos they are trying to hit you with their hands. maybe a few more raiders with guns, but only 32s, sawn off shotguns and pipe rifles, very low ennd stuff. they shouldnt have variety because they are the bottom of the heap

the other problem i had is the super mutants are too heavily scaled. they should always be hard, but at very low levels (3ish) they are usually unarmed or have grenades, which are just good to shoot in their hands. out of a group of 6-7 including brutes, none had a gun or melee weapon! just my opinion but a low level character shouldnt be able to walk through a group of mutants

still a fair amount of ammo. it is much better but still a lot. for some reason i am rolling in energy cells

i still think the best way to balance ammo would be to have very small drops (3-10) on npcs and crates, and integrate the calibr crafting mod (expanded obviously) which not lets you convert ammo into other types. this would be a much easier balance than trying to equal out tons of drops, just make them all small and give the player the choice

cheers

by the way weapons look awesome, sound awesome and i think the game is as stable as previously
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Trista Jim
 
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Post » Fri Apr 01, 2011 8:02 pm

Either MMM or FOOK or a combination thereof is causing serious ctds in the Capitol Building West area. Would anyone out there running this combination (with Increased Spawns) try that area out and report back so I stop being paranoid and accept it as a lost zone. Im going to cross post this in the MMMf3 thread.
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Sun of Sammy
 
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Post » Fri Apr 01, 2011 7:58 pm

hiya, some balance feedback for ya

just been playing a bit with the new versions (since you altered it so raiders dont start with assault rifles), with xfo and mmm

i have to say i reckon now it is too far in the other direction, at the early character levels. i dont mind all the naked raiders running around (although the fact they are in spotless shorts and white shirts is a bit weird!), i think the balance there is ok, maybe not quite enough guns, but the lists are still a bit weird. for example clearing out super duper mart at level 2, i got maybe 10+ raiders with melee weapons or nothing, 1 wastlander 32, a pipe rifle (so far so good, maybe a slightly higher chance of low pistols needed, but good), a pancor jackhammer and a prototype laser pistol


something seems to be wrong here, raiders running around without clothes? Thats for sure not right.
Also Raiders shouldn't have Laser pistols at all and for sure also no pancor jackhammers.
Overall there should be also less melee fighters than in vanilla, definitly something wrong here. I suggest to DL the latest patch and try it again.

Anyways i'll explain with the help of a few screenshots how weapon lists are currently handled in FOOK, might be interesting for you/others (maybe even other modders).

Let's start with the basics. FO uses so called Templates to create the stats, inventory etc. for the NPC's which are later placed in the world. The templates are devided into different Levels (Raiders and most other factions use three levels) and weapon types. See http://fook.homepage.t-online.de/fooklists1.jpg

To change things like outfits, weapons etc. we have to adjust these templates. See http://fook.homepage.t-online.de/fooklists2.jpg

What we do is to create basicly a "placeholder" for all items we want to add to the inventory used by these Raider NPC's. This "placeholder", our list called "XZXInventoryCompleteRaiderLvl1Gun", has two entries. One deals with the outfits and the other one with the weapons. In this case we care only about the weapons (if you finished to read this you might not believe it but the outfit part is a lot more complicated cause there are a lot more "layers" needed to get decent outfit combinations, something that bethesda didnt bother to do). See http://fook.homepage.t-online.de/fooklists3.jpg

Anyways lets go to our weapon list for the Lvl1 Gun Raider. See http://fook.homepage.t-online.de/fooklists4.jpg

Like you can see it is a lot of lists and it can get pretty confusing if you are not familar with the whole system but lets just take a closer look at our weapon list for the Lvl1 gun raiders. See http://fook.homepage.t-online.de/fooklists5.jpg

What you might notice is that it still doesn't contain any actual weapon entries, it is yet another "layer" we use to make changes on a larger scale to the kind of weapons that gets used. In this example we start with a 2:1 ratio of small guns with heavy guns. At level 4 another "heavy guns" list gets added making it a 1:1 ratio ie increasing the number of "heavier weapons" compared to smaller ones.
The NPC Lvl1 Templates get only used till the player reaches Lvl5 then the Lvl2 templates will get used, thats why you dont see more entries in this example. High LVL lists contain a lot more entries like you will see later.
What you can also see on the screenshot are the four different Templates from which we can pick, "Standard Guns", "Small Guns", "Heavy Guns" and "Melee".

We will now look at the "Standard Guns" Template. See http://fook.homepage.t-online.de/fooklists6.jpg

Guess what, finally we see some actual weapon entries. Note that there is a scrollbar so we dont see all entries in the list on that screenshot. What you can see is that every weapon entry (they consist of so called "withammo" lists which are made up of the weapon condition list and an ammo list, this is needed in order for NPC's to use the weapon) can have a Lvl requirement applied to it. This means the player must have Lvl "x" before the item will be available to the NPC. For example are Combat shotguns not available to Raiders till the player reaches Lvl 4.
In this screenshot as well as on other ones you will notice that there are multiple entries of some weapons. This is simply done to keep a certain ratio. That must be done cause the game looks at the list and picks randomly one entry from all available ones (ie the lvl requirement must be fullfilled). This means if there are for example 1 hunting rifle and 1 shotgun available you would have a 50% chance that either one of it appears. Now if you want that its less likely for shotguns to appear you need to add additional entries, lets say 2 more hunting rifles. Now you got 3 hunting rifles and 1 shotgun and have only a 25% chance that a shotgun gets used. That's the basic idea behind the whole thing.

Like you can see we already have a very indeepth system to modify how common/rare weapons are and when they get used.

Things can get rather "messy" and complicate with high level lists. See http://fook.homepage.t-online.de/fooklists7.jpg

A lvl3 weapon template can get very, very, very long if there are dozens of weapons that need to be considered. See http://fook.homepage.t-online.de/fooklists8.jpg


I don't want to constantly bash Bethesda here but compared to our system their lists are a joke and very simple. One could argue that vanilla has few weapons and thus there isn't such a need for a system like ours but tbh it was just lazyness on their part and their lists for outfits are just as simple as the weapon ones and the reason why there was hardly any diversity when it comes to outfits/weapons etc.

Edit: gonna start a new topic, this one has soon reached its end. :o

Plz continue talk here: http://www.gamesas.com/bgsforums/index.php?showtopic=966723&st=0&gopid=13966795&#entry13966795
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Manuela Ribeiro Pereira
 
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