FWE or FOOK2?

Post » Sat May 28, 2011 1:13 pm

While FOOK2 does have a number great weapons, the shear number meant I was spending too much time in my Pipboy trying to figure out which gun to repair, and with what.


me too.

The next version of the thing comes with purchaseable weapon encyclopedias which list the exact max dps of each weap + other infoes about the weapons. They are more appreciable that way and more practical, instead of just a pile of unidentifiable steel on the ground...

but still, fook sorta has too many gunz if you ask me!

* hides from Justin *

hehe
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Talitha Kukk
 
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Post » Sat May 28, 2011 6:42 pm

I would like to see FWE with only the guns and armors from FOOK2 added. Strength of one with the strength of the other.
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Dorian Cozens
 
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Post » Sat May 28, 2011 12:09 pm

I've used FOOK and its great. If FOOK 2 is like it, I would recommend it. Never tried FWE.
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Sammie LM
 
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Post » Sat May 28, 2011 4:32 pm

Y'know what? I LOVE FWE now. I'd pick that over FOOK2
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Anna S
 
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Post » Sat May 28, 2011 9:12 am

i like them both, however i prefer FWE because of its menu system which is a first as far as i know in a bethesda modded game. there were mods for oblivion that let you change a few functions of the mod but nothing like FWE. actually there might be too much customization since i still find myself tweaking things here and there. :)

i do kinda miss some of the armors in FOOK2 but not so much the weapons. as large a variety of guns there is, i limit myself to 3 weapons at a time ala Far Cry 2 for realism sake so in the end all the extra guns didnt do anything for me anyways. i did like some of the little changes to the gameworld like the bomb being in stilts in megaton (always wondered why it didnt simply rustaway if it was sitting in water for hundreds of years.
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Melanie Steinberg
 
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Post » Sat May 28, 2011 12:51 pm

i tried fwe 2 times, both times i died all the time, so im using FOOK2
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Lynne Hinton
 
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Post » Sat May 28, 2011 7:30 pm

FWE is an overhaul for those, who wish to be able to become more immersed within the Fallout 3 mythos.

such as adding the need to eat/drink/sleep. Making yourself and enemies do more damage, lower the amount of HP the player character has.

Makes specials and tag skills more important to skill making decision's, skill books grant unique perks, for every 4 books of that type read, 3 if you have the comprehension perk. Less Skill points per level up also. Boobleheads - grant +5 to skills, and +1 To a stat, whilst losing a point in another stat, or not changing at all. o

FWE is higly customizable also, with the ability to use alternate settings, such as Vanilla to Alot harsher then FWE is set at, to suit your tastes.

It streamlines the FPS side of things, with the ability to sprint, and use bullet time, it also changes Vats, so you can adjust the accuracy bonus granted whilst using Vats.

.

Arwen's Realism Tweaks is an alternative to FWE, less customizable, and also is alot harsher then the default FWE settings, Compared to FWE, FWE is a package of different mods, Arwen's is her own realism tweaks(which FWE uses a variation of), and with her tweaks, you can use different mods that are compatible, whereas with FWE being such a huge package, certain mods may be incompatible.


I don't know much about FOOK, but I could never go back to playing the default game without some form of tweak (FWE or Arwen's), not even having 200+ new items would be temptation enough to, since FWE add its own weapons, and changes the games / DLC's unique weapons too.

So all in all...

I recommend FWE (or Arwen's) if you are looking for a more challenging and more immersive FO3.
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The Time Car
 
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Post » Sat May 28, 2011 7:56 pm

I recommend FWE (or Arwen's) if you are looking for a more challenging and more immersive FO3.

As do I. Try each for a while and decide, is the best way (surprise, surprise ;) ).

And besides, there are plenty of other mods adding lots o' weapons and suchlike, if that's your bag.
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jasminε
 
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Post » Sat May 28, 2011 8:14 pm

I finished 1 playthrough(mq,all dlcs except bs) with fook2 and it was amusing but it was also full of random crashes,bugs,etc.
Now i started new one with FWE+WMK+EVE and so far 2h w/o crashes (only some parts of MQ done tho) and I love it. Combat is much faster,deadlier then with fook, everything is configurable and the game is much more challenging. FOOK is great mod cause of variety of items added, but fwe does way more then adding new items,it's like playing another game.
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james kite
 
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Post » Sat May 28, 2011 6:18 pm

FOOK is great mod cause of variety of items added, but fwe does way more then adding new items,it's like playing another game.


This is something I still hear a lot and I understand why this statement is still made. FOOK started as mod with a very big focus of adding items but especially since FOOK2 its really not the "main feature" of the mod anymore. I really don't want to list all the other new stuff but FOOK2 is really beyond the whole "item mod" state and by now its the combination of all these other changes/additions thats actualy more important to the mod than all the added items (which are still a major part of the mod but aren't THE mod).
You could for example take a look at the changes of the current FOOK2 open beta: http://www.fookunity.com/forum/showthread.php?t=3597
And those are just the changes but there is so much more in it since we started the mod...

I'm just saying this because I fear that people who aren't familar with FOOK might think its a mod just adding items but its really much more than that and calling it an "item mod" doesn't do it justice.

I think the main difference between FOOK and FWE is that FOOK has the focus on adjusting the overall game world while FWE concentrates more on the player and how certain game mechanics affect him. In a perfect world one would love to have both combined but working on one of it alone is already a huge task especially with all the obstacles of modding FO3.
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Jhenna lee Lizama
 
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Post » Sat May 28, 2011 4:41 am

Well if ever there is official interest in combining overhauls there is this tool of choice that works very well for combining overhauls in Oblivion.

Wrye Bash for Fallout 3: http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/
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CHANONE
 
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Post » Sat May 28, 2011 10:55 am

Well if ever there is official interest in combining overhauls there is this tool of choice that works very well for combining overhauls in Oblivion.

Wrye Bash for Fallout 3: http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/

Wish it was that easy :)

FOOK2 and FWE use a lot more advanced scripting than OOO or Fran's. While Garybash would definitly help to merge a handful of things like weapon and NPC records, that's sadly the least important part and the majoriy has to be written from scratch.
Alot of scripts and gameplay features will overlap. Like FWE's altstart currently preventing FOOK2 menu from working. Both mods having their own nightvision implementation. Not to mention all the new equipment both mods add are entirely different balance and since they don't conflict, there is nothing you can merge. And that's really just a tiny handful of examples.

And let's not even get started on WMK. The last FOOK-FWE merger never even had WMK support.

Like I said, Garybash is helpful, and we've been using it a lot more lately for creating FOIP patches as it does take off some of the manual labor. But a real FOOK2-FWE merger would be a project much more difficult then even FCOM
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Prohibited
 
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Post » Sat May 28, 2011 7:48 pm

I never meant to imply that it would do it all automatically or that it could solve all problems.

But if mod makers were wanting to start moving toward being able to combine overhauls then, I think, it would be the utility to consider.

As we have discussed before the tool was made for combining overhauls as part of its development arc and while Script Extending (OB & FO) has also brought many other tools there are some basics that bash can do that are essential and sometimes simpler. But yeah - one would have to mod with that in mind.

It is a choice though - keep an overhaul self contained and reduce the number of esp or break it apart and increase the complexity of install.

What happened with OOO is an example of that. More frustrating in that the only actively supported version is the full version which has features that you can't get rid of. Yet it is the backbone if FCOM. If, for instance, the Combat Modifications and MOBS stats were taken out of OOO then one could install FCOM completely free of those things and thereby reduce the amount of patches needed for FCOM greatly.

I actually wish that for both F3 and Oblivion overhauls were more thought out in terms of what is an optional esp. I'd prefer realism (as in Primary Needs and such) and weapon stats (adjustments for damage) be in their own esp. Doing that would allow for combining to happen much easier (theoretically anyway) and ideally if one wanted they could opt for the realism of one overhaul over another.

Anyway I'm glad you all are looking at Gary Bash more so - I understand it is not something that can be adapted immediately or even within months really.

I just started using Gary Bash 15 and the tweak to adjust the chase camera length already makes the game feel far less claustrophobic and more expansive.
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benjamin corsini
 
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