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

Post » Fri Apr 01, 2011 2:47 pm

dunno if this is in your release notes...and I'm assuming it came from FOOK and not MMM, I use XFO too but MMM and FOOK are the newest. But my VAT doesn't freeze up anymore, its very smooth. Also, when explosions go off my game doesn't suddenly freeze up for a few seconds and then start again. I haven't changed anything else except the new updates for MMM and FOOK.

I thought that was really cool :)
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Sat Apr 02, 2011 2:26 am

I'm trying to use MMM and FOOK with XFO, and every time I fire the 10mm pistol or the assault rifle I get a big red exclamation point that fades after a few seconds. I'm sure this is for the ejected shells. I've disabled FOOK, fixing the problem, but was wondering if anyone else has had this issue.

Otherwise great work. I'm really looking forward to using this!
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sat Apr 02, 2011 1:02 am

Hey linkesauge,
Don't know if this has been reported or not but there are two files that have filenames that are causing the FOMM package manager to go bellyup and cry,
1) Textures\CGC\interface\icons\pipboyimages\weapons\M79.dds (in main files part1)
2) meshes\CGC\projectiles\M79casing.nif (in main files part2)

The first character appears to be 'M' but it's not...in explorer sorted descending alphabetic details view they show up at the bottom of the lists.
Copying duplicates with the 1st character replaced with 'M' doesn't overwrite the original strange files.
Neither irfranview or gimp will read the dds file, but both work with the renamed version.
(Don't know about the nif file, as i don't have anything setup to open them yet)

But I have no idea what this might mean ingame, just that they would appear to be the only things holding up FOOK being packaged as an fomod (that i know of)
ps.
(easiest way to find files of this kind, extract to somewhere and use 'eraser' to delete what you just extracted...any files left are because eraser doesn't like strange chars)

Cheers
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Sat Apr 02, 2011 2:43 am

I'm pretty sure the listings for damage done by some weapons is incorrect in the pip-boy. I've had weapons that can consistently kill an enemy with a single headshot when I'm sneaking, but some that have slightly higher damage number rarely get the one hit kills (the silenced J-Tek weapons).

Also the numbers for some of the shotguns have to be wrong, the Pancor Jackhammer or the H&K should pretty much kill anything in a single shot with the damage rating they have, but that doesn't seem to be the case. Also when getting shot by those weapons, I could take a few direct hits without dying, even at low levels.


Thats a problem with Fallout 3 itself and how it calculates automatic weapon damage.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Fri Apr 01, 2011 10:39 pm

Hey linkesauge,
Don't know if this has been reported or not but there are two files that have filenames that are causing the FOMM package manager to go bellyup and cry,
1) Textures\CGC\interface\icons\pipboyimages\weapons\M79.dds (in main files part1)
2) meshes\CGC\projectiles\M79casing.nif (in main files part2)

Ditto this. Are those names intentional? I could possibly add support for them in fomm, but both of the decompression programs I have here that can cope with multi-volume rar archives are blowing up on those two files before I even get as far as trying to make a fomod out of them. :unsure:

Edit2: On closer inspection it seems to be sharpziplib that's causing the problem in fomm, and not fomm itself, so it's not something I can fix. Hopefully they aren't intentional...
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Sat Apr 02, 2011 4:58 am

Thats a problem with Fallout 3 itself and how it calculates automatic weapon damage.

Yup, automatic weapons that fire multiple projectiles at once (aka - automatic shotguns) have VERY buggy damage in the pipboy...I assure you they are only doing a fraction of the damage displayed on the pipboy screen :)

TheDamned
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Fri Apr 01, 2011 8:08 pm

Hey linkesauge,
Don't know if this has been reported or not but there are two files that have filenames that are causing the FOMM package manager to go bellyup and cry,
1) Textures\CGC\interface\icons\pipboyimages\weapons\M79.dds (in main files part1)
2) meshes\CGC\projectiles\M79casing.nif (in main files part2)

The first character appears to be 'M' but it's not...in explorer sorted descending alphabetic details view they show up at the bottom of the lists.
Copying duplicates with the 1st character replaced with 'M' doesn't overwrite the original strange files.
Neither irfranview or gimp will read the dds file, but both work with the renamed version.
(Don't know about the nif file, as i don't have anything setup to open them yet)


I have the same problem as well.
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Sat Apr 02, 2011 4:59 am

For those using MMMF3 + FOOK (+ XFO/FWE) a new MMMF3 Beta 4.1 bugfix has been uploaded and, additionally, the Optional Plugins archive has been updated too:

http://www.fallout3nexus.com/downloads/file.php?id=3211

This includes new versions of the Mart's Mutant Mod - FOOK.esp updated from the one in the FOOK 1.27 archive. This should fix the problems with Talons that were reported earlier.
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Sat Apr 02, 2011 6:00 am

never mind, ninth try worked :)
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Fri Apr 01, 2011 10:38 pm

First time FOOK user here, I'll give it a try in my new game. However I need to know if I need the Mart's Mutant Mod.esp along with the Mart's Mutant Mod - FOOK.esp, or just one of them? I've downloaded the latest Beta 4.1 updates (including the optional files package containing the Mart's Mutant Mod - FOOK.esp) from Martigen but it's not entirely clear if I need just one or still need both, my apologies if I missed the obvious. Additionally, is FOOK compatible with Amplified Crippled Effects 2.0b?

Thanks.
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Fri Apr 01, 2011 2:43 pm

You need both esps active (but only one mmm-fook esp). Mod should be ok with ACE2.ob
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Fri Apr 01, 2011 10:24 pm

First time FOOK user here, I'll give it a try in my new game. However I need to know if I need the Mart's Mutant Mod.esp along with the Mart's Mutant Mod - FOOK.esp, or just one of them? I've downloaded the latest Beta 4.1 updates (including the optional files package containing the Mart's Mutant Mod - FOOK.esp) from Martigen but it's not entirely clear if I need just one or still need both, my apologies if I missed the obvious. Additionally, is FOOK compatible with Amplified Crippled Effects 2.0b?

Thanks.

Hey Lyrondor -- how's the combat behaviours coming along? :)

If you use MMMF3, you always need the .esm and .esp selected. See the MMMF3 docs for a suggested load order for MMMF3 files and then, when using with fook, do all FOOK files -> all MMMF3 files.
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Fri Apr 01, 2011 8:09 pm

Hey Lyrondor -- how's the combat behaviours coming along? :)

If you use MMMF3, you always need the .esm and .esp selected. See the MMMF3 docs for a suggested load order for MMMF3 files and then, when using with fook, do all FOOK files -> all MMMF3 files.


Thanks, much appreciated.

As for the combat behaviors I'm putting it on hold for the moment. After a lot of testing (I do mean a lot of it) I've simply come to the conclusion that combat behaviors in Fallout 3 have a much lesser impact on the overall NPCs and Creatures than it did in Oblivion, so I need to make very specific but a little more linear and predictable changes for the effects to be substantial enough to make some difference. As of now I'm still trying to find out what changes I can implement. It was already tough to make a difference for my Paladin Cross mod, and it was about the best I could get from what Fallout 3 allows me to do.
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Sat Apr 02, 2011 12:07 am

I've noticed a bug from the latest patch where the new ammo types were added. Some enemies are equipped with new guns, but not new ammo for it...so they pretty much just stand there with empty guns like idiots or charge at me unarmed...
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Sat Apr 02, 2011 1:27 am

edit: And once again, I should've seen the readme :) sorry
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Fri Apr 01, 2011 11:38 pm

Edit: Issue with the Balance changes.esp solved.

v1.28b fixes that as well as the wrong ammo entries for some NPC weapons
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Sat Apr 02, 2011 2:28 am

hows that BFG cannon coming along? Have you gotten a model/texture for it yet?

TheDamned
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Fri Apr 01, 2011 4:46 pm

sadly not, 3d modeler that have nothing to do are a very rare species. :o
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Fri Apr 01, 2011 7:00 pm

I'm guessing its 1.28c and not 1.28b judging from your comment on nexus
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Fri Apr 01, 2011 4:00 pm

ya, did another small update because as stupid as i am i forgot to update the muties in v1.28b.

I hope that all issues with NPC's not having Armor/Weapons are gone now.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Fri Apr 01, 2011 3:35 pm

ya, did another small update because as stupid as i am i forgot to update the muties in v1.28b.

I hope that all issues with NPC's not having Armor/Weapons are gone now.



Thanks linkesauge! Just downloaded and will check it out in a few alongside Martigen's update with MMM. Thanks Martigen for the update and heads up on it.
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Fri Apr 01, 2011 5:12 pm

sadly not, 3d modeler that have nothing to do are a very rare species. :o

Heh...I know what you mean...well should you get one, my offer still stands to do a texture for it :)

TheDamned
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Sat Apr 02, 2011 4:42 am

Okay, first time FOOK user here with a question about the current installation procedure.

I am supposed to unzip the four packages in the following order, right?
Main Files 1
Main Files 2
Patch Files
Latest ESPs

I unzip all these to my Data Folder, then enable them in FOMM?


Also, I'm using XFO and MMMF3. It's my understanding that I load FOOk first, then XFO, then MMM. And that I should use the MMM - XFO & FOOK esp that was provided by the FOOK author. God this is confusing...


EDIT: Yay! I got it to work! I did exactly the above things and it all works well. Thanks for improving my wasteland experience!

You should try to clarify the installation instructions to reflect the recent uploads and patches. There's a ton of info to sort thru for a new user.
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Fri Apr 01, 2011 4:12 pm

Anyone else missing minigun backpacks in these last few versions? I sure am.
http://img10.imageshack.us/img10/135/screenshot6v.jpg

Between this and mmmf3 the game has become very unstable recently.
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Fri Apr 01, 2011 8:51 pm

Anyone else missing minigun backpacks in these last few versions? I sure am.
http://img10.imageshack.us/img10/135/screenshot6v.jpg

Between this and mmmf3 the game has become very unstable recently.


Yes I just noticed the same thing in my last play session and like you said I have also noticed the game more unstable with crashes in certain areas even if I turn off MMMF3 and leave F.O.O.K. active. Last ctd was by the highway near grey ditch where I got to a certain area (near the abandoned diner with one raider outside) in the highway where its curving up and it crashes. I went around the area from a different direction and I was able to avoid the crash maybe theres just too much rubble clutter from the highway in that spot.
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

PreviousNext

Return to Fallout 3