Edit: Patch v1.2 is out, changes:
- 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
Fallout 3 Overhaul Kit
Creators:
LinkesAuge .........................................Project Manager
IAMELIPHAS..........................................Q/A & Designer
The 3rd Type........................................Weapon Statistics and CAPSLOCK MASTER
ShadowBurn..........................................All-Around GECK-Guy
Main features:
[+] 120+ NEW(!) Weapons (and many additional ammo types)
[+] 80+ new Apparell items
[+] 40+ Weapon Retextures
[+] 20+ Apparel Retextures
[+] 25+ Clutter Retextures
[+] ALL new items are fully integrated into the game
=> NPC's will make use of the new Weapons
[+] Increased weapon and armor/outfit diversity throughout the game
=> All factions use now a lot more weapons as well as outfits
[+] All vendors offer the new items though most vendors sell only certain items, some are specialiased on assault rifles while others offer rare pistols or other gear
[+] Repair lists were totaly reworked, a lot more cross repair options and the ability to repair your gear with various clutter
[+] Full rebalance of ALL (new and vanilla) weapons based on T3T's weapon overhaul mod
=> guns are going to hurt a lot more now, the wasteland is going to be a tougher place
[+] Full armor rebalance giving many abilities to all apparell and many other changes to their stats giving all items a real use
[+] Completly reworked the leveled lists for NPC factions resulting in a much better mix of weapon use
[+] Weapon/armor condition of NPC's increases with the PC lvl making the game more challenging at higher lvl's
=> you won't met enclave soldiers at lvl 17 that have in average just an armor and weapon condition of 40% (Enclave for example tops now at 95%!)
[+] Weapon and armor condition is now faction specific ie BoS NPC's use feature gear with a better condition than for example mutants
[+] Strength of NPC's has been increased in order to get their level and skills closer to the PC
[+] Items, especially weapons and ammo, are now more expensive, this goes in line with increased ammo spawns (due to stronger enemies your ammo use is gonna be higher than in vanilla)
[+] Big weapon sound overhaul of new and vanilla weapons
[+] A new house item that shreds items into spare parts
[+] Full support for the Enclave Commander Mod by J3X
For more Infos see our page at Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4448
Well i'm currently fixing a lot of issues that were reported. Good news is that War1982 fixed the meshes for me which had no world physics ie were flying when dropped.
I'm also in the progress to rebalance most of the gear. Basicly ill lower the damage and decrease accuracy of many weapons and bring them closer to each other so that for example a high tech assault rifle isnt multiple times stronger than a low tech one. It is still based on T3T's balance (his vanilla balance is btw now also included in FOOK) and thus overall weapons that hurt more than vanilla ones but i had to make a few adjustments simply due to the huge number of weapons. While a chinese assault rifle was in vanilla one of the better guns it isn't rly supposed to be in our mod.
It is a decent weapon but there are better assault rifles so we have to take this into account.
Then i think you will like to hear that i fully integrated CALIBR into FOOK. Weapons now use in most cases their real ammo. Couldn't make it for every single one cause i would have ended up with some ammo types being just used by 1 or 2 weapons but overall the ammo variety has increased a lot but thats good considering the huge amount of new Weapons.
While i was doing this i also changed Weapons names to their proper designations and adjusted their weight to match their real one.
Besides that i am also redoing the weapon lists from scratch. For one i learned a lot since a started working with GECK and have a much better knowledge of what can be achived with leveled lists so an overhaul of these was overdue. It will allow me for a better workflow cause it got streamlined a lot and thus easier to use/change.
Another "side effect" of my new lists is that NPC's will offer more variety and better matching clothes. Slavers for example will wear field jackets, helmets, bandanas and headwraps with the same camo colour, makes for much better visuals. Overall will NPC's use more "extras" like slave collars, glasses, eyepatches, headwraps, hats etc.
In future i'll try to further extend these "customised"outfits, it's rly just a matter of having enough time to do it.
Another thing i got much feedback on was the speed reduction for wearing PA / CA / Metal armor and i will remove it. It is anyways not rly needed and seemed to cause issues with the NPC's.
Next patch will also feature quite some new gear which i couldn't include in v1.0 (not enough time) and some texture/mesh improvements and fixes for a few weapons.
Like you can see it is a lot of stuff i think i'll take a bit more time than i first planned till i release the next patch. So it might take another few days but i rly want to make that its worth to DL the patch and that it works, will need to do quite some testing after all the changes.
edit: duh forgot to put the "#2" in the topic title, can a mod add it?