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

Post » Sat Apr 02, 2011 5:04 am

you just need patch 1.1c it has all.

Can't say much about the current compatibility with XFO.

That's something i gonna focus more on after this patch (want to fix our own problems first before i go to work on other stuff).

@thedamned:

we offer currently a esp that adds a strength requirement for miniguns/gatlings/soviet 20mm flak. Its ofc possible to do this for more/other guns. If there are enough ppl who would like to see such an addon then we can create one.

@ Ameno:

very likely that there is a conflict with T3T in this case, prolly also replaced a mesh/texture cause i haven't had any reports so far that the AK has problems in FOOK.


I would like to see such an addon. Maybe even for melee weapons too if possibe. Always found it strange that a 1 STR person could wield a sledgehammer in combat :P
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Natalie Harvey
 
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Post » Sat Apr 02, 2011 5:09 am

you just need patch 1.1c it has all.


I assume by that you mean I just don't need 1.1b, but I do need the large main files.

I'm pretty sure I'm right, but just want to make sure before I start downloading later today!
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Rachel Eloise Getoutofmyface
 
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Post » Fri Apr 01, 2011 10:58 pm

I assume by that you mean I just don't need 1.1b, but I do need the large main files.

I'm pretty sure I'm right, but just want to make sure before I start downloading later today!



yes ofc, the main files are always required but my patches will always be based on the main file (means they include all other patches) so that you don't need to install thousand patches.
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Rachie Stout
 
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Post » Fri Apr 01, 2011 6:19 pm

yes ofc, the main files are always required but my patches will always be based on the main file (means they include all other patches) so that you don't need to install thousand patches.


I thought that would be the case. Good way of doing it IMO. I hate having to re-download hundreds of megs of a mod whenever someone makes a change to it!

The current version (1.1c), is that the one with CALIBR? I'm sure I'm getting confused somewhere along the way, but without explaining it all there seems so be some contradictions between this thread and XFOs.

Also, the version of FOOK without CALIBR, how is the ammo different? Is it just more realistic calibers with CALIBR, or are there multiple types of the same caliber without the CALIBR version?

And finally before I shutup and leave you alone for a while :P , is there any issues with upgrading from a pre-CALIBR version of FOOK to a a version with CALIBR?

Thanks very much, I'll be quiet now!

p.s. your FOOK website (via second link in your sig) seems to be down :(
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laila hassan
 
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Post » Fri Apr 01, 2011 2:40 pm

ya website is down, problems with the ISP.

The current version of FOOK doesn't support CALIBR, this will come with the patch as well as realistic ammo use of weapons (overall i tried to make the weapons as realistic as possible within the game physics and keeping a certain balance / range of dmg).
Looked through various sites with weapon statistics, descriptions etc., guess i'll be a weapon export after this mod. ;)
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Alexx Peace
 
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Post » Fri Apr 01, 2011 7:50 pm

take a look at red with .44 magnum http://screenshot.xfire.com/screenshot/natural/6cf80d027e7769e0ecdef7ae90597b0177914652.png
that big red square is .44 magnum
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Ladymorphine
 
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Post » Fri Apr 01, 2011 4:39 pm

Fabulous work linkesauge and company. The game really feels complete now with the different weapons and armor etc. The atmosphere is perfect giving the world a survival of the fittest quality while capturing that classic FALLOUT b-movie mood. Thanks for the hardcoeness its like the OSCURO'S OBLIVION OVERHAUL for FALLOUT 3 :trophy:
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Imy Davies
 
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Post » Sat Apr 02, 2011 5:34 am

Sorry for the dumb question, but which files do I need to download? I gets confused easily :) .
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Ilona Neumann
 
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Post » Sat Apr 02, 2011 12:45 am

Just the idea of getting mah mits on some of mah ole trusty tool o' the trade, loading up Martigen's mutant mod, and gets me some :gun: and :drool: as they all turn into gory :cheat: (roadkill)
while they all :ahhh:



noob-that-knows is a vet who on occasion has issues with his PTSD. The above mentioned is considered healthy therapy by all acounting physicians, who also agree he's :nuts:
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Anthony Diaz
 
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Post » Sat Apr 02, 2011 2:40 am

Main files Part 1 + 2 and the 1.1c patch.

The retexture pack is just additional but recommend it (as long as you haven't installed a lot of retextures by yourself).
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Nitol Ahmed
 
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Post » Fri Apr 01, 2011 6:08 pm

I got to actually sit down and play for a while last night and it's lots of fun. I like the funny descriptions added to the new Raider armors and it's great to see a bigger variety of looks on them.

I'm surprised you're not hearing complaints from the immersion fans, though - all the new types of ammo make it MUCH easier for my low-level character to rack up funds selling ammo she can't use yet. (The NATO rounds in particular come to mind.) I certainly don't mind this personally, since I like to roleplay and I don't go around looking for ways to make my game -harder.-

I've ended up deleting some of the retexes, in particular the one for the prewar suit (I just prefer the pinstripes), but the others are nice and provide a welcome addition of color.

Also, is it this mod or MMM that has added the ability to repair armor using Wonderglue and scrap metal? Either way I like it. :)
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Justin Hankins
 
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Post » Fri Apr 01, 2011 11:38 pm

its this mod adding wonderglue etc. for repairing. We wanna extend this idea more in the future to give clutter a better use and actualy make it somewhat worth to fill your inventory up with it.

Regarding the ammo spawns... ya its too much, i decreased them A LOT in the version im currently working on.

And ya im also a bit surprised that there were no complains about "immersion breakers" despite all the new stuff though we rly tried to keep it reasonable. The advanced techs are in the hand of the enclave and besides that its rly just more present day weapons and factions that use more clothing and dont all look like the war was just a few years ago.
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Isabel Ruiz
 
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Post » Sat Apr 02, 2011 1:58 am

I love useful clutter! One only wants to make so many Rock-It Launchers etc. from schematics.

I'll be interested to see where FO3 armor and clothes modding goes as more people start doing new meshes. Armors that look more field expedient/slapped together from bits, like the Raider armors, are very lore friendly - but they're an absolute (censored) to make. The Raider armors are the most detailed armor meshes in the game (at least in their current final version) and, I can say from experience, the trickiest to rig when it comes to avoiding clipping.

And of course there's the fact that a certain amount of people just prefer shiny new stuff instead of old regardless of lore (consider current house mods).

Anyway, digression aside, this is a highly playable and enjoyable mod and I will continue to follow it with great interest. :)
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marie breen
 
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Post » Fri Apr 01, 2011 4:18 pm

i'm not sure if the fo3 raiders are rly that lore friendly. They weren't such "mad max" style people in previous fallouts and if we want to consider realism a bit then i rly have no clue why you should walk around like this. It's neither very comfartable nor does it add any protection.
Anyways i can live with it if Raiders run around this way but we made slavers look a bit more organised and like a faction that knows how to fight (else they couldn't have established their slave market).
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sara OMAR
 
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Post » Sat Apr 02, 2011 3:26 am

Great mod, really enjoying the stuff it added. Really bothered me how little different small guns there were to use, for some reason. But... When I walked out of the vault, I found the Scrapper Bench. Tried it, with some weapons in inv, and... Nothing? What's supposed to happen? Turns all weapons in your inventory into scrap metal?
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Lisa Robb
 
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Post » Fri Apr 01, 2011 5:11 pm

And ya im also a bit surprised that there were no complains about "immersion breakers" despite all the new stuff though we rly tried to keep it reasonable. The advanced techs are in the hand of the enclave and besides that its rly just more present day weapons and factions that use more clothing and dont all look like the war was just a few years ago.


I'm willing to suspend disbelief on the new stuff...I mean Fallout has laser rifles so I'm not saying crap. Plus I kind of like walking around with a modern handgun pretending I'm Jack Bauer. My only real complaint immersion wise is pretty minor but its the condition that some of the stuff has its just so...pristine looking...and in the hands of raiders no less, who I really don't see caring too much about the condition as they would simply kill someone and take their weapon when their old weapon gets worn (or at least that's how I see them).

Beyond that, yeah this mod has some balancing tweaks needed yet but its going in a good direction and I'm enjoying it. Adding the increased spawns from MMMF3 (that the right acronym) just makes things nasty :chaos:. Not quite to FCOM level of "OMG thats !@#$" and I know it will take awhile before the mod community gets to that point but I'm willing to wait.

I am kind of wondering when someone is going to add zerglings though...I don't know it just feels like they should be there for some reason...
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Bedford White
 
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Post » Fri Apr 01, 2011 6:21 pm

Perhaps the PA can be altered so if you meet a certain strength req or str and end then you could go bounding around in PA with no speed deduction.

I mean does it really make sense that you could wear combat armor and have 200 lbs of crap on you and go running around in the wasteland but put on PA with 50 lbs of junk and not be able to move as fast? seems to me it would defeat the purpose of PA.

unless you want to chalk it up to the hydraulics not being able to move that fast then it doesn't make any sense not to be able to move quickly in PA, unless it's advanced....
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Rhiannon Jones
 
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Post » Fri Apr 01, 2011 10:05 pm

Can anyone give me a hand? I downloaded this mod and it seems excellent. The only issue is that all of the textures on the weapons are messed up and do not display or display improperly. I've uninstalled and reinstalled twice now to no avail.
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John N
 
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Post » Sat Apr 02, 2011 3:53 am

Is there still compatibility issues with Enclave Commander? I call in a Assault Squad type of Enclave soldiers and 2 of the 3 are armed with combat knives...is this right? I have the FOOK enclave addon loading after Enclave commander. Using FOOK 1.1c
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Adriana Lenzo
 
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Post » Sat Apr 02, 2011 2:52 am

Is there still compatibility issues with Enclave Commander? I call in a Assault Squad type of Enclave soldiers and 2 of the 3 are armed with combat knives...is this right? I have the FOOK enclave addon loading after Enclave commander. Using FOOK 1.1c

That will probably be fixed in v 0.8.
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Megan Stabler
 
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Post » Fri Apr 01, 2011 6:32 pm

EDIT: Fixed
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Sebrina Johnstone
 
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Post » Sat Apr 02, 2011 3:21 am

So I just installed this mod and started a new game. In the elementary school I got an H&K CAWS gun that does like 400 damage. Is it supposed to be this strong and was it supposed to drop at this low level?
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JESSE
 
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Post » Fri Apr 01, 2011 7:29 pm

So I just installed this mod and started a new game. In the elementary school I got an H&K CAWS gun that does like 400 damage. Is it supposed to be this strong and was it supposed to drop at this low level?


It's been said you can't trust the damage listed in the PIP Boy.
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Taylah Haines
 
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Post » Fri Apr 01, 2011 7:23 pm

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.
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Veronica Martinez
 
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Post » Sat Apr 02, 2011 2:32 am

Whenever I fire a combat shotgun my game ctds, I know fook.esp is doing this, I disabled all other esps except fook.esp and it still happened, but after disabling fook.esp it stopped, does anyone else get this problem?

load order:

[X] Fallout3.esm[X] FOOK.esm[X] Mart's Mutant Mod.esm[X] Unofficial Fallout 3 Patch.esp[X] MPammo.esp[X] CALIBR.esm[X] FOOK.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP  - Quest Perks.esp[X] XFO_rarity_drugs_med.esp[X] XFO_rarity_ammo_mild.esp[X] XFO_VATSdmg_50.esp[X] XFO_Karma_changes.esp[X] XFO_Radiation_changes.esp[X] XFO_Degradation_fixes.esp[X] Slower Levelling - slow.esp[X] Repair Rethought.esp[X] joefoxx Gun Mod v1.0.esp[X] AlternateStart.esp[X] CALIBRxMerchant.esp[X] ReneerInvisibleKarmaMod.esp[X] Directional PipLight HDR.esp[X] RobCo Certified.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - FOOK.esp[X] Mart's Mutant Mod - Increased Increased Spawns.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp

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pinar
 
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