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

Post » Sat Apr 02, 2011 5:34 am

it doesnt rly matter if there are NPC's or not. You just need to make sure to change the cell after you waited ie travel to another place or enter/leave a building.

Hmm it kind of does. If you're in a cell with NPCs or creatures from a mod that would alter those NPCs or creatures, they won't be respawned fresh -- the cell you're in doesn't reset. If they're running code that's been updated (or in the case of FOOK, their inventory has changed) it could cause problems if data or references work differently or no longer exist.

Hence the safest thing to do to avoid problems is go into a cell with no creatures or NPCs (i.e, just static objects) and rest to reset cells.
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Assumptah George
 
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Post » Fri Apr 01, 2011 11:17 pm

ah ok, didnt know that. :)

Btw release a new patch (v1.24). Fixes a few bugs, improves NPC armor/outfit combinations a bit and adds the latest MMMF3 FOOK esp made by Martigen (thx once again).
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sally R
 
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Post » Sat Apr 02, 2011 1:18 am

linkesauge,
I was following the comments people left on f3nexus and murphy's law still exists....
There isn't anything wrong with the 7zip files you put up....it's just that some of your downloaders are trying to extract/unrar the files direct from the server rather than save first.
(They've probably got away with this in the past because most mods are quite small and there was 2 servers...it's a shame that you're getting the brunt)

FYI
wot you guys are doing...I'm luvin' it
@martigen you are epic

re: f3nexus comments, no relation to the guyver89 on there
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Rob Smith
 
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Post » Sat Apr 02, 2011 2:46 am

ya after all the problems with the rar files i decided to use 7zip and now a few have problems (or at least thats what they say/think) with 7zip. :o

Well i uploaded the patch files now in rar and 7zip.

My bandweight was used rly good in the last 24h. :o
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Kit Marsden
 
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Post » Sat Apr 02, 2011 3:09 am

linkesauge,
I was following the comments people left on f3nexus and murphy's law still exists....
There isn't anything wrong with the 7zip files you put up....it's just that some of your downloaders are trying to extract/unrar the files direct from the server rather than save first.
(They've probably got away with this in the past because most mods are quite small and there was 2 servers...it's a shame that you're getting the brunt)


Well I was having the same problem and I downloaded them to my HDD. I think it is more to do with the decompression programs you use. I did rename them correctly too.
I tried 7zip, that would just throw an error (I assume when it tried looking for the second archive).
When I tried WinRar, it said it couldn't find the next file (the name it wanted wasn't the second main file).
In the end I just decompressed parts of the archive seperately.

Works fine now, but it seems like some decompressors have great trouble with the main files as they are linked.
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Erin S
 
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Post » Fri Apr 01, 2011 5:37 pm

the main files aren't linked anymore, they are seperatly packed so this can't be the reason.

You have to extract both seperatly.
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N3T4
 
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Post » Fri Apr 01, 2011 2:18 pm

Well I was having the same problem and I downloaded them to my HDD. I think it is more to do with the decompression programs you use. I did rename them correctly too.
I tried 7zip, that would just throw an error (I assume when it tried looking for the second archive).
When I tried WinRar, it said it couldn't find the next file (the name it wanted wasn't the second main file).
In the end I just decompressed parts of the archive seperately.

Works fine now, but it seems like some decompressors have great trouble with the main files as they are linked.


That was the old first version of the part1 & part2 main files which was a spanned rar which was then renamed by the f3nexus automated upload (not good)
but new part1 and part2 file went up last night which are 7zip files and there would be no problem extracting them with either 7zip or winrar
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FABIAN RUIZ
 
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Post » Sat Apr 02, 2011 1:00 am

Oh yeah, I should have mentioned that I was referring to the old versions. The new ones seems fine to me too.
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Lalla Vu
 
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Post » Fri Apr 01, 2011 3:53 pm

I also recommend to download the new full pack cause it includes the recompiled texture MrDave did for me.
They improve the performance ingame.
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TIhIsmc L Griot
 
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Post » Sat Apr 02, 2011 4:05 am

@XELA NAMYT No prob.

did u say u initially had the same problem? for future reference..good practice (PC security speaking and just good ol' plain common sense) is to NEVER 'open with' when downloading a zip/rar/7z file.
Download 'save to' all downloads to one location and have you virus software setup to check files (including archives) in that location.
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Ella Loapaga
 
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Post » Sat Apr 02, 2011 3:46 am

I noticed a few bugs:
1) No minigun code.esp needs to be updated.
It causes the Flak Cannon to have infinite ammo >_>
The strenght 7+ plugin i dont know.
2) A particular G36 (forgot which) is missing its scope mesh.
(Meshes\cgc\interface\duplex.nif)
3) The Wazer Wifle is broken.
It shoots but doesn't have the laser beam nor does it do damage.
But it expends ammo +_+
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Eibe Novy
 
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Post » Fri Apr 01, 2011 10:43 pm

Lots of Raiders are equipped with the Mauser C96, however all of them are loaded with 10mm ammo, instead of the ammo for the C96. This might be an incompatability with CALIBR.
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Matt Bee
 
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Post » Sat Apr 02, 2011 5:06 am

Lots of Raiders are equipped with the Mauser C96, however all of them are loaded with 10mm ammo, instead of the ammo for the C96. This might be an incompatability with CALIBR.


I noticed this too. Took me about 2.5 hours to find my first stash of Mauser C96 ammo, but I had looted about 20 of the pistols in that time.

Maybe the ammo is in a higher levelled list than the gun?
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Bethany Short
 
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Post » Fri Apr 01, 2011 9:23 pm

Hey all,

I was going to give this mod a shot since it looks wonderful.

To double check the install instructions, all I need is;

FOOK_Patch_Files_v12_Rar_Version
and
LATEST_FOOK_ESPS_v1_26

Or am I missing something?
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Emily Shackleton
 
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Post » Fri Apr 01, 2011 3:43 pm

I noticed this too. Took me about 2.5 hours to find my first stash of Mauser C96 ammo, but I had looted about 20 of the pistols in that time.

Maybe the ammo is in a higher levelled list than the gun?


no ammo is available from the start, will look into this.



Hey all,

I was going to give this mod a shot since it looks wonderful.

To double check the install instructions, all I need is;

FOOK_Patch_Files_v12_Rar_Version
and
LATEST_FOOK_ESPS_v1_26

Or am I missing something?



you just need the two main files and the latest esp.
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emily grieve
 
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Post » Fri Apr 01, 2011 7:54 pm

3) The Wazer Wifle is broken.
It shoots but doesn't have the laser beam nor does it do damage.
But it expends ammo +_+


Am having the same problem with the laser pistol and laser rifle with the just released version.

On another note am loving the new sound effects giving the weapons plenty of death dealing impact :nothanks: :goodjob:

Martigen might be checking out MMM soon. Havent yet because I think the npcs and creatures in FALLOUT 3 are plenty dangerous already and with MMM it would truly make it apocalyptic in mind numbing terror :evil: Thanks for the latest compatibility patches for MMM and F.O.O.K. :cake:
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koumba
 
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Post » Fri Apr 01, 2011 4:47 pm

Awesome update! The sound overhaul works amazingly and it's a really noticeable improvement.

A few bugs:

-Drifter's Laser Rifle, Smuggler's End, and Wazer Wifle all have no projectile.
-Outcasts have 2 pairs of armor (whether that's normal or T-51b.)
-T-51b armor is totally black (unless this is a retexture, in which case I liked the previous version more!)
-Jack & Stabhappy don't have unique meshes/textures anymore (Jack is now a regular Ripper, Stabhappy is a Junk Metal Knife.)
-One of the assault rifles is named "Raider SR20 Assault Rifle Raider", I'm pretty sure "Raider" isn't supposed to be there twice. ;)
-The Kneecapper Shotgun makes no noise.
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Penny Flame
 
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Post » Fri Apr 01, 2011 2:08 pm

will fix it. Those are all errors created by the corruption of my esp that GECK did. :<

That's why some entries are just missing like the projectiles.
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Campbell
 
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Post » Sat Apr 02, 2011 4:08 am

will fix it. Those are all errors created by the corruption of my esp that GECK did. :<

That's why some entries are just missing like the projectiles.



Thanks for the info linkesauge. Now to play some more :foodndrink:
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Keeley Stevens
 
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Post » Fri Apr 01, 2011 4:35 pm

Welder's Shade is missing a mesh, texture and icon. Except that, everything is okay for now.
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Nicole Kraus
 
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Post » Sat Apr 02, 2011 4:57 am

Welders Shade should be fixed with the lastest patch.
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Marnesia Steele
 
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Post » Fri Apr 01, 2011 11:03 pm

Thanks for the lightning fast fix update linkesauge! The laser pistol and laser rifle are now showing the laser beam when fired. Thanks :cake:
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Jessica Phoenix
 
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Post » Fri Apr 01, 2011 3:03 pm

Awesome, thanks!
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Gemma Archer
 
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Post » Sat Apr 02, 2011 5:24 am

I've been downloading the past couple of updates, and things seem to be moving along nicely.

I did notice that Outcasts have armor duplicates and that all of the Talon Company Mercs are wearing the vanilla Talon Combat Armor. I've also noticed that some Outcasts and Super Mutants have BoS Power Armor in their inventories.

Thanks for your hard work, linkesauge! :goodjob:
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Stat Wrecker
 
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Post » Fri Apr 01, 2011 3:35 pm

that's an issue related to the MMMF3 FOOK esp, need to wait till Martigen can update it.
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Nauty
 
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