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

Post » Sat Apr 02, 2011 5:23 am

ya 1st person model is the wrong one, gonna get fixed.
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RaeAnne
 
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Post » Fri Apr 01, 2011 7:00 pm

One other point, what is 14mm ammo for?

I have tons of the stuff, but no gun to use it!
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Portions
 
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Post » Fri Apr 01, 2011 5:57 pm

Regarding the inclusion of a beret? Would http://www.fallout3nexus.com/downloads/file.php?id=4071 fit the bill? I've been using it for some time and it looks very good :)


Read the topic, this whas where I was going to get a berret from however he specifically says it is not to be used and released.
Also he was unable to make world models for them and thus they appear as apples...
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Haley Merkley
 
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Post » Fri Apr 01, 2011 5:24 pm

@XELA
14mm ammo is for the Sig Sauer 14mm Pistol.
Test your luck on Enclave patrols :P
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Marina Leigh
 
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Post » Fri Apr 01, 2011 4:48 pm

Whenever I try to run the game with the F.O.O.K mods checked in mod manager, the game crashes on startup.
But if I uncheck it, the game works fine?
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Miguel
 
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Post » Sat Apr 02, 2011 12:00 am

One other point, what is 14mm ammo for?

I have tons of the stuff, but no gun to use it!


There are several pistols
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Kill Bill
 
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Post » Fri Apr 01, 2011 9:47 pm

Nothing I do gets WMK to work for me with FOOK, not using the Unique mod, not altering load order, I always get a blank list when I go to the weapon mod bench(and I have pretty much every weapon that can be modded in my inventory when I do this)... Kinda svcks.


Assuming you are using the fose version you have to be holding it, as someone else stated. I know it works for me.

The problem is that with the fook weapons re-balance your newly modded weapons will svck.

I am 1/2 way through a compatibility patch which has a couple weapons working with fook style repair and appropriate damage working. I'll see about releasing it after the next fook update if the modders approve it.
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Chris BEvan
 
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Post » Fri Apr 01, 2011 5:58 pm

And a bug

The repair list for spiked and brass knuckles is whacked, they can be repaired with clothes but not each other.


Also, on game balance, I like what you did with weapon damage, repair, armor stat changes, and ammo cost, and I didn't think I would.

I do have a few comments (and I know you are working on a few):

Too much ammo is found
Ammo is a tiny bit too expensive - it is almost unbuyable
I think some weapons are worth too much
Repair at vendors is way too expensive
I like most of the armor stat mods but disagree with the changes to player speed

and finally

I think too many powerful automatic weapons are available on raiders at low level. Not only does it make them really hard, but it gives the player a great boost when they are found.
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Matthew Warren
 
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Post » Sat Apr 02, 2011 4:43 am

...
I think too many powerful automatic weapons are available on raiders at low level. Not only does it make them really hard, but it gives the player a great boost when they are found.


Damn true. I think raiders should have low tech weapons and in bad (i mean BAD) condition too. At least at the beginning of the game.
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Nicola
 
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Post » Sat Apr 02, 2011 4:29 am

Does anyone think that this mod just adds way too much unnecessary items and such to the game?
It's almost a bit overwhelming to me, I might remove the mod.
And I dont mean any offence to the mod itself, it's a good mod.
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Alyce Argabright
 
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Post » Fri Apr 01, 2011 4:46 pm

You have to have the weapon equiped and have a mod kit. You also need FOSE The only problem I have is that the modded 10mm SMG switches to the M4/M16 reload animations.

Thanks, I was wondering what was going on.
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Chris BEvan
 
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Post » Fri Apr 01, 2011 6:02 pm

Does anyone think that this mod just adds way too much unnecessary items and such to the game?


No, why? You had the list of items in the readme, so obviously, one would download such a mod to get all these, not the opposite. What's wrong with the large selection, anyways.

My only complain is still about the grenades. Also it seems that raiders who love to throw Molotovs end up in flames themselves more often than they probably should.
You really do find lots of ammo. I don't complain, though, as I mostly find lots of ammo that I don't use anyway.
Raiders and Supermutants are sometimes really overpowered in the low levels. That's good. I've never had that much fan in Fallout before.
Sometimes some dropped weapons don't seem to have any havok physics on them, but I don't mind that much, since I always take them anyways, I don't unnecesarilly play with the grab key.

It's the coolest mod I know so far, thanks a lot!
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Latisha Fry
 
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Post » Fri Apr 01, 2011 3:06 pm

Does anyone think that this mod just adds way too much unnecessary items and such to the game?


Thus far Ive found them to be nicely spaced out between the factions.

One area the mod should avoid changing is the food, medicine and drugs, unless it happens to add more of these types. Upping the stimpack to 100 caps is a bit overwhelming. Now unless you add more types of healing items spaced out then maybe... Food is too weak and ineffective given the nature of the damage enemies pour out now.
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Tiffany Holmes
 
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Post » Fri Apr 01, 2011 3:47 pm

saw a mod that i almost got today. it makes spawns totally random and not dependent on your level, so u could possibly meet a deathclaw at level 1. but i held off getting it in case FOOK did something similar. does it?
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Brittany Abner
 
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Post » Fri Apr 01, 2011 7:33 pm

ok i installed FOOK. looks like it's working but it disabled Spartan's Pretty Girl mod. i really liked that one since i have another mod that lets me make almost anyone a follower and i had a few of those NPCs from Spartan's mod as followers. now they ugly again! i've reinstalled Spartan's mod again and even a newer version. i've ticked the Spartan esp but they still ugly. how can i fix this? what in the FOOK files may be overriding it? thanks!
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Laura-Lee Gerwing
 
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Post » Fri Apr 01, 2011 5:34 pm

Patch v1.2 is out, changes:

General:


- Complete overhaul of ALL weapons (yes rly every single one), too many changes to list them here, basicly was the damage and accuracy reduced so weapons are closer to vanilla

but especially late game weapons will still hurt a lot. Also redone were the weapon prices, in general lower and making more sense than before.


- T3T is now fully integrated (though with adjustment to weapon stats due to our changed balance)


- Weapon and outfit lists for NPC's were completly redone. Outfit variety will be increased ie more use of helmets, hats etc. with glasses, masks etc.

and camo outfits will now even have matching color (for example green bandana and green field jacket).

Weapons will now spawn gradually with the PC lvl, we added to every Weapon a lvl requirement, no more high tech weapons in the early game. The bigger/stronger weapons will also become slowly more common with

the PC lvl so that not only the type of weapons changes with your level but also how common/rare they are.


- Many weapon names and stats (like weight) changed to their "real" designations/values (at least to the best of my abilities, checked many scources but its ofc welcome if you can help me to correct any mistakes)


- FOOK supports and uses now the CALIBR mod which adds many new ammo types to the game


- Complete weapon sound overhaul thanks to funkmastad's "Sound Overhaul Mixtape" (and all modders that were involved in this, see also our credits) and Honnou's modder source sounds.


- FOOK Enclave Commander esp updated to work with version v8.0 of EC



Gameplay:


- Ammo spawns / loot was reduced A LOT.

- Scrap Metal isn't as common anymore

- removed all speed reductions from armor. They seemed to affect NPC's too much and thus aren't rly worth the trouble

- Now that a slot is free for PA's we added the carry weight increase back to power armor instead of their helmets


- FOOK uses now these additional ammo types:


* 12,7mm Depleted Uranium - Based on real world 12,7 ammo (also known as 50BMG) and replaces the 5mm ammo. This calibr

is the standard ammo for all Miniguns. We decided to use 12,7mm cause that makes the most sense based on the fact that

many real life miniguns/machine guns make use of this calibr.

Due to balance reasons we decided to make this "depleted uranium" version of 12,7mm ammo as well as adding 50 BMG

for the high tech sniper weapons / Bozar. It would have created balance problems if big guns and sniper rifles as the

M82A3 would have used the same ammo (sniper would have had pretty much unlimited ammo).


* 8mm Depleted Uranium - another new fictional ammo type introduced by us. This one will be used for post war high tech

ballistic weapons. So far this affects pretty much just the ballistic weapons of the enclave ie the HA70, LA60 and EP1A

use this new ammo type.

It is a very expensive ammo type and thus also used to balance the high tech weapons.


* 2mm EC (CALIBR ammo): Standard ammo for all Gauss weapons in FOOK

* 45ACP (CALIBR ammo)

* 50AE (CALIBR ammo)

* 9x19mm (CALIBR ammo)

* 50BMG (CALIBR ammo): Like mentioned above is this ammo mainly used by sniper rifles or weapon with big caliber

* 545x39mm (CALIBR ammo)

* 762x39mm (CALIBR ammo)

* 762x51mm (CALIBR ammo)


Bug fixes:

- Uniques from repair lists removed (to prevent that you use em accidently to repair other gear)

- Shell casings removed from EP1A like its supposed to be

- PPSH has now proper 1st person model

- Desert Eagle has now the correct 1st person model

- "Flying" Weapon models are fixed, no more weapons that will "fly" when they get dropped

- many sound errors are fixed

+ everything else that was fixed which i forgot because i hate to keep track of such stuff


New Content:


- added clutter retextures by ObsidianStag

- added food retextures by Padds

- 10 new Projectile/Shell meshes and textures by Odin_ml

- Alexscorpions Sniper Gear (Barrett M82A3)

- belt feed miniguns by Odin_ml

- many new Fieldjackets, Helmets and Outfits by BeZen



Nexus page: http://www.fallout3nexus.com/downloads/file.php?id=4448
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Aman Bhattal
 
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Post » Sat Apr 02, 2011 1:58 am

Rejoice!
The time has come to witness the power of FOOK!
:P
Does the flak cannon still use the minigun sound?
Cuz ?t doesn't match >_>

Geile sache dieser mod:P
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Jessica Phoenix
 
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Post » Fri Apr 01, 2011 7:13 pm

Such timing :)

I'm uploading MMMF3 Beta 4 as we speak, and will include an updated (if necessary) MMMF3 - FOOK plugin.

Congrats linkesauge!
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Jessica Stokes
 
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Post » Sat Apr 02, 2011 6:10 am

How will this patch effect current games?

I can imagine that the change in ammo types would cause some issues. In fact I only started again yesterday, so I will probably just start again, but it would be nice to know!
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Brian Newman
 
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Post » Fri Apr 01, 2011 4:35 pm

duh, found a big bug with raider weapon lists, will fix them now and then reopen the nexus page. :/
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Mrs Pooh
 
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Post » Sat Apr 02, 2011 3:58 am

D'oh! 97% downloaded too!

At least you found it, was is serious? I mean like 'all-raiders-armed-with-soggy-baguettes' serious?!
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Project
 
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Post » Fri Apr 01, 2011 10:09 pm

something to that extent yes, raider lvl3 lists used the totaly wrong entries.

edit: ok its fixed, there is rly nothing worse than finding a major bug just after your released a patch. :<
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Ludivine Poussineau
 
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Post » Fri Apr 01, 2011 3:14 pm

If anyone has concerns with weapon balance please PM me as I would like to know so I may correct it the next time the .esp is tweaked.
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Dawn Porter
 
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Post » Fri Apr 01, 2011 3:05 pm

The ability to kill has been tweaked to new heights of destruction. Thanks for the..new version.
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Max Van Morrison
 
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Post » Fri Apr 01, 2011 9:08 pm

ok i installed FOOK. looks like it's working but it disabled Spartan's Pretty Girl mod. i really liked that one since i have another mod that lets me make almost anyone a follower and i had a few of those NPCs from Spartan's mod as followers. now they ugly again! i've reinstalled Spartan's mod again and even a newer version. i've ticked the Spartan esp but they still ugly. how can i fix this? what in the FOOK files may be overriding it? thanks!
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Pat RiMsey
 
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