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

Post » Sat Apr 02, 2011 12:57 am

New topic. :)


Edit: 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





The F.O.O.K.

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?
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Bereket Fekadu
 
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Post » Sat Apr 02, 2011 5:30 am

nice changes :D

just one question here, when this all gets revamped (namechanges, ammo changes) will the stuff in my inventory be lost?
i?m level 10 now and got quite an arsenal of weapons and ammo.

greetz
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Richard Thompson
 
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Post » Sat Apr 02, 2011 12:08 am

no you won't lose these cause ID's havent changed. Last time they were only lost cause we changed to a esm/esp format. Now that this is done you will keep your gear with patches.
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Siidney
 
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Post » Sat Apr 02, 2011 12:58 am

thaaanks :D

great work with this mod, can?t wait for the next version :D
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Eric Hayes
 
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Post » Fri Apr 01, 2011 11:11 pm

What is the best way to install this with fomm? As far as I can tell fomm doesnt accept folders.
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мistrєss
 
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Post » Fri Apr 01, 2011 6:14 pm

you mean through the package manager?
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Helen Quill
 
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Post » Fri Apr 01, 2011 5:56 pm

you mean through the package manager?

Yeah

Also whats the best way to update a mod i have already installed with fomm?
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Jessie
 
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Post » Fri Apr 01, 2011 9:46 pm

Yeah

Also whats the best way to update a mod i have already installed with fomm?

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=958333&view=findpost&p=13843002 is a (very) general way of installing mods through FOMM...you need to make sure everything you want is in a compressed archive (.rar, .7z, or .zip)
and also make sure it all has the right path/directory

EDIT: so for FOOK you would (correct me if im wrong) have a: Textures, Meshes, Sounds folders as well as he .esp and .esm associated with FOOK. All that would be compressed into an archive and then used to install through FOMM

As for updating...you can just replace the files in your DATA folder with the newer ones...OR...you can uninstall through FOMM then install the new version.
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Mason Nevitt
 
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Post » Fri Apr 01, 2011 8:53 pm

Any advice on the quickest way to check to see if I correctly installed fook?

the save is outside of the vault from a game I started last night before the fook install. it will work with the game save right? or will I have to start a new one?

Like I said im just curious as to the quickest way to tell if the game is properly modified.



also I just added the fook and addon download and now fallout wont start.

Nvm the esp utilized the esm as well, activating both is what caused it to not start
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Laura Hicks
 
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Post » Fri Apr 01, 2011 2:46 pm

Any advice on the quickest way to check to see if I correctly installed fook?

the save is outside of the vault from a game I started last night before the fook install. it will work with the game save right? or will I have to start a new one?

Like I said im just curious as to the quickest way to tell if the game is properly modified.



also I just added the fook and addon download and now fallout wont start.

Nvm the esp utilized the esm as well, activating both is what caused it to not start


There's a test container outside of Vault101 that you should find if the mod is active.
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Charlie Sarson
 
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Post » Sat Apr 02, 2011 3:53 am

Thanks a lot, ill have to check that out once I get the game running again, it seems to have trouble running the game unless I only have the fook esp active that runs the fook and fallout esm's.

It wont run if I have the balances and changes addon, mutant mart or no minigun code esp's active


I am not finding the test barrel, weee.......
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Thema
 
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Post » Sat Apr 02, 2011 2:23 am

I have an issue where a follower seem to run in slow-mo when FOOK is enabled. Any one else experienced this before?
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Alada Vaginah
 
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Post » Fri Apr 01, 2011 6:05 pm

Its the armor speed penalty. Dont give them power armor.

I'd like to make an apparel request. One thing Ive never liked about fallout is the lack of berets for factions like the BoS, Outcasts, Talons and other assorted post-US army or merc companies. Would you be willing to add a beret in the future. Ill make your life easier by doing the model and textures :)

http://img238.imageshack.us/img238/6079/beret.jpg

It still needs a bit of work but the variations will be easier to do.
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Benito Martinez
 
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Post » Fri Apr 01, 2011 7:07 pm

Its the armor speed penalty. Dont give them power armor.


Apparently Talon Combat Armor has a speed penalty too...
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steve brewin
 
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Post » Fri Apr 01, 2011 8:39 pm

I know it was a bit of a point of contention with a few people when I mentioned this, but I still think power armor should have a slight speed increase given that it has a fusion powered hydraulics system built into it. Maybe a variant on current power armor that sacrifices some of the benefits normal power armor gives for an increase in speed?(eg lower defense value)
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Doniesha World
 
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Post » Fri Apr 01, 2011 10:09 pm

I would argue against a speed increase on the Power Armor. To be honest, I think it's fine now. Sure, it has a 60,000 jigawatt fusion power supply, or whatever, but it's also incredibly heavy. Most of that power is going to go towards even making the thing moving in a remotely human-like manner.

I actually feel comfortable with the speed what it is now, to be honest. Makes a good tradeoff for wearing such a powerful suit of armor.
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Luna Lovegood
 
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Post » Fri Apr 01, 2011 2:45 pm

But it's not even supposed to be that heavy, they used ceramics and lightweight metal composites, it probably wouldn't be more than 2-300 pounds which would be nothing for even low powered hydraulics. The highest weight t-51b armor has had in the games was 85 pounds(Fallout 1).
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Matt Bigelow
 
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Post » Fri Apr 01, 2011 2:37 pm

PA does not need a speed increase. I feel that characters move a bit too quickly as it is. Secondly, it might end up looking stupid. I played AO a few days ago and all the T51bs were basically bouncing around.. it looked like they had no weight to them at all. Perhaps a character/player without any gear on them would move quickly with PA. Start throwing on Miniguns, Gatlings, Missile Systems and assorted other gear. It all adds up. I think the best solution would be to just drop the point about PA speed and move on to more important things.
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Kat Stewart
 
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Post » Sat Apr 02, 2011 5:34 am

ya agree, i'll leave the speed alone especially cause it seems to lead to weird behaviour with NPC's (followers).

Anyways i'd like to integrate your Berets, like you said would be a perfect additiona for quite a few factions. :)

Btw something that i forgot to mention is that funkmastaD's Sound Overhaul mixtape will be included in our next version, thanks to him for the permission to use his great work.
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Roy Harris
 
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Post » Sat Apr 02, 2011 1:43 am

Whats the current status of compatibility of FOOK with XFO?

I know there is a compatibility patch for a pre-CALIBR FOOK version, but I can see there might be problems if I use that version and then upgrade to the latest FOOK with CALIBR when there is a new compatibility patch out.

Also, I assume from Fallout3Nexus we need:
Main File (both parts)
Addon File (1.1b)
Addon File (1.1c)
so that FOOK will be the latest version?
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Verity Hurding
 
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Post » Sat Apr 02, 2011 3:34 am

ya agree, i'll leave the speed alone especially cause it seems to lead to weird behaviour with NPC's (followers).

Anyways i'd like to integrate your Berets, like you said would be a perfect additiona for quite a few factions. :)

Btw something that i forgot to mention is that funkmastaD's Sound Overhaul mixtape will be included in our next version, thanks to him for the permission to use his great work.

Just my 2 caps on the matter...

I don't think it should give a speed boost but neither should it decrease speed either...after all it is powered armor. As for heavy weapons...its hydraulically powered armor...weapons should feel near-weightless while wearing it.

I don't know it it has been done...but I would love to see a weight requirement on big guns...but have that requirement removed if said guns were equipped on someone with PA.

again, just my 2 caps,
TheDamned
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Ellie English
 
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Post » Fri Apr 01, 2011 5:56 pm

after instaling t3t update ak-47 start changing colors when you move.
this hapened near GNR plaza ak-47 was laying on the ground
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Mario Alcantar
 
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Post » Fri Apr 01, 2011 9:17 pm

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.
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Ally Chimienti
 
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Post » Fri Apr 01, 2011 8:26 pm

@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.

cool...is it possible to remove said requirement if you're wearing Power Armor?
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dean Cutler
 
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Post » Fri Apr 01, 2011 11:12 pm

ya that's not hard to do but like i posted more addons will have to wait till i get the patch out (hopefully this weekend).
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Vivien
 
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