[RELz] F.O.O.K. - The Fallout 3 Overhaul Kit #7

Post » Fri Oct 23, 2009 7:01 pm

Can anyone confirm whether or not FOOK is working with Patch 1.5? I'm trying to narrow down the cause of my save game CTD issue.
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Brandon Wilson
 
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Post » Fri Oct 23, 2009 5:13 pm

fook is one of the very few that shouldn't break with patch 1.5.

Just open all your mods in fo3edit, if any mod edits any exterior cell anywhere, that mod is going to have trouble with 1.5 patch and cause crashes and invisible items.
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cassy
 
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Post » Fri Oct 23, 2009 8:04 pm

Whew, that's something at least. Thanks.
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Michelle Chau
 
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Post » Fri Oct 23, 2009 10:23 am

Whew, that's something at least. Thanks.


If I want permission to use something from FOOK in my mod/patch who do I need to get into contact with?
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Amie Mccubbing
 
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Post » Fri Oct 23, 2009 12:39 pm

If I want permission to use something from FOOK in my mod/patch who do I need to get into contact with?


anything created by me is free to use and for everything else you'd have to contact the original author.
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Soph
 
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Post » Sat Oct 24, 2009 2:20 am

anything created by me is free to use and for everything else you'd have to contact the original author.


I sent you a PM asking permission, not sure if the thing I requested was made by you or not. Did you make the Night Vision scripts?
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Ridhwan Hemsome
 
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Post » Sat Oct 24, 2009 1:56 am

I have some questions as to why some things are like they are in FOOK. Why do the .223 pistols using .50AE instead of 5.56mm? You do know that those are the same bullets right? Why do all the miniguns using .50 bullets too? That would make them impossible to shoot by anyone even in power armor! Lots of weapons I've noticed don't use the right ammo types! Why is this?
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Thomas LEON
 
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Post » Fri Oct 23, 2009 10:55 am

I have some questions as to why some things are like they are in FOOK. Why do the .223 pistols using .50AE instead of 5.56mm? You do know that those are the same bullets right? Why do all the miniguns using .50 bullets too? That would make them impossible to shoot by anyone even in power armor! Lots of weapons I've noticed don't use the right ammo types! Why is this?


.223 pistols use .50AE for balance reasons.

Why shouldnt miniguns use 12,7mm (.50)?
Miniguns would be impossible to use by a human no matter which ammo it uses, a reaons why there is a power armor requirement in FOOK.
Miniguns of the size like they are protrayed in FO would use at least 12,7mm rounds.

Every other weapon that uses the "wrong" ammo does so because we don't want to add every single ammo that exists.
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Juanita Hernandez
 
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Post » Fri Oct 23, 2009 10:26 pm

Can anyone confirm whether or not FOOK is working with Patch 1.5? I'm trying to narrow down the cause of my save game CTD issue.



Yes its working with the 1.5 patch perfectly. I did have to remove a few others to stop the ctds. Here are my current mods which are working with the patch:

FOOK 1.6
50s Pin-up Pulowski v1.2 by dbaily56
CLOSE TO FALLOUT Menu Screens 1.1 by MaFFej
Fellout - The Fallout 3 Weather Overhaul 1.0.14 by Hattix and included Sun Glare mod by LadyDeadlock
Raider Grafitti Re-worked by Shadowjack
FO3 Vault Dwellers Coffee Mug V1.0 by Mighty
NILE body mod (non-nvde)
Green World
Existence 2.0 and upgrade by Parjay
Awesome Colour Enhancer
5 Hi-Rex six & Blood Pipboy v1.0 by dbaily56
Type Writers And Terminals by Qwerty which adds letters to the keys of type writers and terminals
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Stryke Force
 
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Post » Fri Oct 23, 2009 9:56 am

Yes its working with the 1.5 patch perfectly. I did have to remove a few others to stop the ctds. Here are my current mods which are working with the patch:

....



Mart's Mutant Mod
CALIBR
CRAFT
FOOK
FWE_FO3_Wanderers_Edition
DarNifiedUIF3
GalaxyNewsRadio100[M]
CALIBR Ammo Schematics
Dogmeat Leather Armor
WeaponModKits

All the newest versions working perfectly for me under 1.5 - the VATS Bug is fixed BUT i still cant shoot at flyiong grenades :(
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Alina loves Alexandra
 
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Post » Fri Oct 23, 2009 2:38 pm

Can anyone confirm whether or not FOOK is working with Patch 1.5? I'm trying to narrow down the cause of my save game CTD issue.


It is working fine for me, along with the following mods...

[X] Fallout3.esm [X] CALIBR.esm [X] FOOK.esm [X] Mart's Mutant Mod.esm [X] Unofficial Fallout 3 Patch.esp [X] TossedMines.esp [X] SniperZooming.esp [X] DarNifiedUIF3.esp [X] DUIF3Extras.esp [X] Slower Degradation (-50%).esp [X] EssentialFollowers+Caravans.esp [X] GreenWorld.esp [X] Fellout-Full.esp [X] DK_BulletTime.esp [X] BetterHeadshots.esp [X] GalaxyNewsRadio100[M].esp [X] Existence2.0.esp [X] Rename Items.esp [X] choose_XP_FOSE.esp [X] MTC Wasteland Travellers.esp [X] MTC Wasteland Travellers (Optional)- Crowded Cities.esp [X] Repair Rethought.esp [X] weight 30.esp [X] MyFOOK - NV Toggle.esp [X] FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp [X] FOOK - Free Play After MQ.esp [X] FOOK - Owned!.esp [X] FOOK.esp [X] Mart's Mutant Mod - Increased Spawns.esp [X] Mart's Mutant Mod - Feral Ghoul Rampage.esp [X] Mart's Mutant Mod - Natural Selection.esp [X] Mart's Mutant Mod - Hunting & Looting.esp [X] Mart's Mutant Mod.esp [X] Mart's Mutant Mod - FOOK.esp

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Cedric Pearson
 
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Post » Fri Oct 23, 2009 7:16 pm

I have a problem with the Ion Auto Pistol. When shooting in VATS, it fires one round and then my char is stuck in VATS while the rest of the game environment goes back to normal.
Has anybody experienced something similar?
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Lizzie
 
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Post » Fri Oct 23, 2009 3:01 pm

Hello fellow moders,

I would like to ask you about compatibility files.

Right now I am using 2 major overhauls - this latest version of FOOK and latest version of MMM. I also have the official DLCs + FOOK's esps for them.

Which compatibility file should I be using for everything to work? The one from MMM, FOOK or the one from FOIP?

If anyone could answer I would be grateful.
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Brad Johnson
 
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Post » Fri Oct 23, 2009 6:01 pm

Mart's Mutant Mod
CALIBR
CRAFT
FOOK
FWE_FO3_Wanderers_Edition
DarNifiedUIF3
GalaxyNewsRadio100[M]
CALIBR Ammo Schematics
Dogmeat Leather Armor
WeaponModKits

All the newest versions working perfectly for me under 1.5 - the VATS Bug is fixed BUT i still cant shoot at flyiong grenades :(



As if you could in real life..as if.

:D Just kidding and thanks for the compatible mod list Mynx :icecream:
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Ymani Hood
 
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Post » Fri Oct 23, 2009 7:27 pm

Note that wmk may fail if it adds a mod kit manually to an exterior cell in the game world. It wont crash your game, but it'll behave erratically.
Dogmeat armor may suffer from similar problems.
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louise hamilton
 
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Post » Fri Oct 23, 2009 6:45 pm

Hello fellow moders,

I would like to ask you about compatibility files.

Right now I am using 2 major overhauls - this latest version of FOOK and latest version of MMM. I also have the official DLCs + FOOK's esps for them.

Which compatibility file should I be using for everything to work? The one from MMM, FOOK or the one from FOIP?

If anyone could answer I would be grateful.

The latest MMM+FOOK compatibility patch is the one in FOIP, so use that one.
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Kat Ives
 
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Post » Fri Oct 23, 2009 11:46 pm

This mod was incredibly active at the beginning and now discussion has grown eerily silent...maybe just a busy week with real life stuff? Anyway, I know that 2.0 is supposed to be coming in the near future (last I heard possibly another week or two) and there was supposed to be a patch in between? How is it coming along with the next patch version and the 2.0 version? Assuming the whole Broken Steel, Fake Patch, busted 1.5 patch issues are resolved I will probably get back into FO3 and play fully through it with all the DLC once FOOK 2.0 comes out.

Thanks for the great mod!
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Antony Holdsworth
 
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Post » Fri Oct 23, 2009 5:16 pm

Once all the issues with the above mods are resolved, 2.0 won't take too long to come out. Adding a lot of new content and linkesauge has been working on the new website a lot so discussion has dropped off, but progress certainly hasn't.
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Lou
 
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Post » Fri Oct 23, 2009 11:45 pm

xporc and JustinOther have also done a lot of work.

I already said it once, i'm noone who advertises every single bit of progress he makes, i rly prefer to show results.
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hannah sillery
 
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Post » Sat Oct 24, 2009 2:03 am

so any ETA yet?
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Katie Louise Ingram
 
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Post » Fri Oct 23, 2009 3:18 pm

Thank you, Sanosuke. :)


I have a question, does FOOK modify somehow Tenpenny Tower?

The reason I am asking is that I have exclamation marks in the main hallway. This means that it doesn't load (or something has went wrong) textures right? I have the same problem with Outcast Power Armor. But with the Outcast PA, when NPCs are wearing it (or MY character is wearing it) it shows fine, but when I DROP it on the ground then I get ! mark.

This is strange because I have the same mods as I had on my previous playthrough, minus the Anchorage + The Pitt + Fake patch, these are new. And never had problems with Tenpenny or the Outcast PA. And I can't pinpoint what mod could be causing those ! marks.

Other retexture mods which I am using are:

Enhanced Blood textures, Alternative Pip-Boy with Battery, High Res Megaton, High Res Rivet City, NeilMc terrain retexture, Fellout, and Water Bottles 3000.
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jeremey wisor
 
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Post » Sat Oct 24, 2009 12:18 am

FOOK / FOOKUNITY page was published today, can be found here: http://www.fookunity.com

All infos, news and downloads will from now on be managed there. Nexus page will only have the basic stuff but no downloads. In the future i don't want to split up the main files, main reason why i am not going to host the files there anymore. Reasons that files were already removed on nexus is that i simply want to see our server tested, don't want to see it fail if v2.0 is released (i'm not Microsoft :P ).


@ Topek:

Sounds like there is something missing and/or wrong. I'd appreciate if you could post your problem in more detail (load order is very important) in the tech section of our forum (=> http://forum.fookunity.com/forumdisplay.php?f=6 ).
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Abi Emily
 
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Post » Fri Oct 23, 2009 10:54 am

Thank you for your response, linkesauge. I have submitted new thread on your own forum.

I wanted to do that earlier but everytime I wanted to go there, I got the page error. It seems to be running fine now. :)

Cheers.
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Tiffany Castillo
 
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Post » Sat Oct 24, 2009 12:31 am

dude, you can't even call this a mod anymore. you can call this a complete addon. holy sh*t i'm still finding new weapons :shocking: mod of the year for sure. B)
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mollypop
 
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Post » Fri Oct 23, 2009 11:02 pm

I would like to start a new game with FOOK. However, I know FOOK 2.0 is coming "soon", and I don't want to waste hours playing only to have to start over again. Will we have to start a new game for FOOK 2.0 or will we simply overwrite FOOK 1.6 and it'll "upgrade" alright?
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jessica sonny
 
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