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

Post » Fri Oct 23, 2009 10:31 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?


It should. I am basing this off of the fact I can install and uninstall fook 1.6 and load my old saves. My 10mm pistol changes its name to the fook equivlent when its installed, and reverts to the old when its uninstalled.

So, when you install 2.0, it should just rename and replace any old textures/meshes.
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luis ortiz
 
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Post » Fri Oct 23, 2009 2:10 pm

I got to thinking about fook, and what it is missing..

It is missing a good house mod.

Hear me out, what is needed is a mod that allows you to showoff/store your various guns. There are so many different types of guns in fook that sometimes I have a hard time deciding which one to use.

So what I am thinking of is a sorting system that grabs 1 gun of each type(from your inventory) and puts it in a display case. There are various mods that do ammo sorting, so this isnt to different.

Anyhow I was just throwing this idea out there :P
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Sudah mati ini Keparat
 
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Post » Fri Oct 23, 2009 2:08 pm

this is a great mod, but i can think of 2 things that r missing which would make it better:

giant nuke
sensible dismemberment

i can't get either of these working when fook activated, i think sensible dismemberment have conflict with guns, and giant nuke isn't working anymore bcoz the change of mininuke ammo types. it would be awsome if those mods r added to the fook system. maybe edited to be an additional esp?
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Elisabete Gaspar
 
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Post » Fri Oct 23, 2009 1:32 pm

Can anyone explain to me exactly what compatability patches or workarounds need to be done to make fook 1.6 "work" with XFO 84b? I understand certain things need to be not loaded and order needs to be changed, but XFO's very detailed explanation in the faq is no longer valid and I'm not very clear on what changes to fook in the meantime have changed what I have to do to make it work.

edit: I actually tried XFO 84b (without enemy rebalance) then FOOK 1.6 then MMM 1.11 with two separate MMM - FOOK and MMM - XFO compatability patches and I got the giant exclamation point graphic error over my character. Something's wrong.

Fallout3.esm
CALIBR.esm
FOOK.esm
Mart's Mutant Mod.esm
XFO_Stat_changes.esp
XFO_Immersion_Necessities.esp
XFO_misc_tweaks.esp
XFO_Pacing_med.esp
XFO_Weapskill_dmg_and_accuracy_mild.esp
XFO_Timescale_med.esp
XFO_SP_Fix_(SP10_TAG25_INTxHalf).esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_Perk_Flaws.esp
XFO_rarity_drugs_high.esp
XFO_rarity_ammo_mild.esp
XFO_Sneak_Rebalance_mild.esp
XFO_barter_fix_mild.esp
XFO_VATSdmg_50.esp
XFO_Karma_changes.esp
XFO_Speed_increase.esp
XFO_Radiation_changes.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Gore_fixes.esp
XFO_Weapon_Jamming.esp
XFO_food_water_changes.esp
FOOK.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - Additional Power Armor Training.esp
FOOK - Free Play After MQ.esp
FOOK - Owned!.esp
dD-Less Blood Time, Larger Blood.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - XFO.esp
Mart's Mutant Mod - FOOK.esp

Total active plugins: 40
Total plugins: 46
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Heather M
 
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Post » Fri Oct 23, 2009 11:51 am

I recently installed FOOK and had it enabled for a couple days, but I disabled it when I noticed that it was causing a few glitches. Now my character is suffering a -10 penalty on both Barter and Speech for no apparent reason. Could something in FOOK have caused this? I really need my Speech skill... :(
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Honey Suckle
 
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Post » Fri Oct 23, 2009 4:56 pm

I recently installed FOOK and had it enabled for a couple days, but I disabled it when I noticed that it was causing a few glitches. Now my character is suffering a -10 penalty on both Barter and Speech for no apparent reason. Could something in FOOK have caused this? I really need my Speech skill... :(


I am sure that someone with more experience can explain this better but AFAIK many of the items of clothing when using FOOK have been rebalanced in terms of the barter / speech skill that they offer, as well as other factors. So when you are wearing your traders coat, for example, it will no longer boost your bartering skills as much if you then drop FOOK from your mods.

If you do like using the mod you might want to ask for help with those few glitches rather than not use it at all..?
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Mark Churchman
 
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Post » Fri Oct 23, 2009 11:33 am

why should your disable fook anyway?
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Far'ed K.G.h.m
 
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Post » Fri Oct 23, 2009 8:11 pm

I am sure that someone with more experience can explain this better but AFAIK many of the items of clothing when using FOOK have been rebalanced in terms of the barter / speech skill that they offer, as well as other factors. So when you are wearing your traders coat, for example, it will no longer boost your bartering skills as much if you then drop FOOK from your mods.

If you do like using the mod you might want to ask for help with those few glitches rather than not use it at all..?


The problem isn't that it's not boosting them anymore. I'm actually taking a penalty on them. On my Skills list on my Pipboy, my Barter skill is at 7 with a (-) next to it, and my Speech is at 30 with a (-) next to it. :(
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Raymond J. Ramirez
 
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Post » Sat Oct 24, 2009 1:41 am

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

Very nice site.
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Jenna Fields
 
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Post » Fri Oct 23, 2009 7:09 pm

I'm not sure if it's been asked or talked about, I've done a lot of searching and reading, but had some trouble with that..

Does FOOK 1.6 work with Fallout 3 1.5?

I have Fallout 3 and all it's DLC, and the latest MMM and everything seems to be working fine, and I am hesitant to add another major mod :P
If so, what compat patches do I need to download?

Thanks in advance!
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Vicki Blondie
 
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Post » Fri Oct 23, 2009 4:46 pm

nice site but i couldnt post(closed forum) so i post my query here. the wembley & Scott .32 is missing textures. it seems to switch textures while holding it. im pretty sure i installed correctly. maybe not?thanks
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Farrah Lee
 
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Post » Sat Oct 24, 2009 2:20 am

I'm not sure if it's been asked or talked about, I've done a lot of searching and reading, but had some trouble with that..

Does FOOK 1.6 work with Fallout 3 1.5?


It worked for me, but YMMV.
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Racheal Robertson
 
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Post » Fri Oct 23, 2009 1:58 pm

I'm not sure if it's been asked or talked about, I've done a lot of searching and reading, but had some trouble with that..

Does FOOK 1.6 work with Fallout 3 1.5?

I have Fallout 3 and all it's DLC, and the latest MMM and everything seems to be working fine, and I am hesitant to add another major mod :P
If so, what compat patches do I need to download?

Thanks in advance!


I can confirm that FOOK appears to be working fine with 1.5, I've been using it for a while and aside from a few freezes which I suspect are related to quicksaving in very system intensive areas, I've had no issues with it.
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XPidgex Jefferson
 
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Post » Fri Oct 23, 2009 8:51 pm

I recently installed FOOK and had it enabled for a couple days, but I disabled it when I noticed that it was causing a few glitches. Now my character is suffering a -10 penalty on both Barter and Speech for no apparent reason. Could something in FOOK have caused this? I really need my Speech skill... :(

If you still have a savegame available that used FOOK (check using the 'Save game list' button in FOMM): Try re-enabling FOOK, loading that save, un-equip any apparel or other items that have any bonus effects, and make a new savegame. Quit, disable FOOK, load this new savegame and check your stats.

If the previous method doesn't work, you can 'cheat' with some console commands to try to get the final skill back to what it should be. First type "player.getavinfo barter" to see if there is already a "SetAV Override" value (if it's not there, it's zero). Then type "player.setav barter X", where X is that value +/- how much you want to change - so if the "SetAV Override" value was 4, you'd type "player.setav barter 14" to counteract your -10 Barter penalty. Do the same steps for Speech.

This won't remove the -10 displayed on your Stats>EFF screen, but will balance it out. I don't know if there is a way to change the Temp modifiers from the console - would be nice if there was.

NOTE: using setav on SPECIAL attributes overrides the actual base value, rather than adding/subtracting to it.
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naome duncan
 
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Post » Fri Oct 23, 2009 1:08 pm

nice site but i couldnt post(closed forum) so i post my query here. the wembley & Scott .32 is missing textures. it seems to switch textures while holding it. im pretty sure i installed correctly. maybe not?thanks

There aren't any issues with that particular gun's textures - make sure AII! is enabled and the FOOK Main Files are installed properly.

I'm not sure what you encountered, but here are some helpful links to the FOOKUNITY forums:

http://www.fookunity.com/forum/index.php

http://www.fookunity.com/forum/forumdisplay.php?f=2 - General questions and suggestions.

http://www.fookunity.com/forum/forumdisplay.php?f=6 - Detailed Installation guide, Known issues, and the place to get help for specific issues you may experience.
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Bird
 
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Post » Fri Oct 23, 2009 3:16 pm

New itemcode list for Weapons, Ammo, and Apparel http://www.fookunity.com/fook/v1.6_itemcodes.txt. Also available for download on the http://www.fallout3nexus.com/downloads/file.php?id=4448.
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Monika Krzyzak
 
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Post » Sat Oct 24, 2009 2:46 am

There aren't any issues with that particular gun's textures - make sure AII! is enabled and the FOOK Main Files are installed properly.

I'm not sure what you encountered, but here are some helpful links to the FOOKUNITY forums:

http://www.fookunity.com/forum/index.php

http://www.fookunity.com/forum/forumdisplay.php?f=2 - General questions and suggestions.

http://www.fookunity.com/forum/forumdisplay.php?f=6 - Detailed Installation guide, Known issues, and the place to get help for specific issues you may experience.


thanks friend. will check my AII
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Camden Unglesbee
 
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Post » Fri Oct 23, 2009 10:03 pm

New itemcode list for Weapons, Ammo, and Apparel http://www.fookunity.com/fook/v1.6_itemcodes.txt. Also available for download on the http://www.fallout3nexus.com/downloads/file.php?id=4448.


That's fantastically useful, thanks. Any chance of including FOOK-OA and FOOK-Pitt items?
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Sarah Unwin
 
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Post » Fri Oct 23, 2009 5:19 pm

Dearly hoping that some weapons could maybe get dropped to a lower state of being, but then have WMK work with them in FOOK...like the A321 ion rifle. Its so powerful it feels like a cheat from the get go, but having it 'evolve' through finding/buying parts to upgrade it would solve that.

In fact, I'd dearly love to see FOOK use the BASIC models of weapons in its lists (barrett, etc) and use WMK functionality to enhance them.

I realize its a lot of work (model+tex+item+stats for every single version of every single customizeable weapon), so even just a FEW as an 'addon kit' would rock.
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Damned_Queen
 
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Post » Fri Oct 23, 2009 8:21 pm

Honestly, what I'd love to see is super mutants upgraded. Like super mutant melee weapons being able to bypass DR. The stories the brotherhood tell of soldiers being ripped out of their armor.. I just dont feel that danger when in power armor.
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Roy Harris
 
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Post » Fri Oct 23, 2009 2:00 pm

Can someone detail the FOOK food changes? I can't find any difference between vanilla and FOOK healing factors with food.

EDIT: Vanilla food is health 6/rads 2 same as FOOK...just looking for what everyone else is getting when running this mod.
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Cash n Class
 
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Post » Fri Oct 23, 2009 10:43 pm

That's fantastically useful, thanks. Any chance of including FOOK-OA and FOOK-Pitt items?

http://www.fookunity.com/forum/showthread.php?t=232&p=1353

:)
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Francesca
 
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Post » Fri Oct 23, 2009 12:38 pm

Can someone detail the FOOK food changes? I can't find any difference between vanilla and FOOK healing factors with food.

EDIT: Vanilla food is health 6/rads 2 same as FOOK...just looking for what everyone else is getting when running this mod.

There are no changes to food or chem effects currently. See the Feature list.
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Jennifer Munroe
 
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Post » Sat Oct 24, 2009 12:55 am

Pointing out the following issue related to FOOK...

http://www.gamesas.com/bgsforums/index.php?showtopic=991126

Power armor gloves not matching armor worn.
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Nicole Kraus
 
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Post » Sat Oct 24, 2009 1:44 am

New release of MMMF3 up:

http://www.gamesas.com/bgsforums/index.php?showtopic=992440


FOIP packages updated, including an updated Mart's Mutant Mod - FOOK.esp plugin and a plugin for Broken Steel:

http://www.fallout3nexus.com/downloads/file.php?id=4968

The MMM - FOOK plugin in FOOK 1.6 is out of date. If you use FOOK with MMM it's highly recommended to update both MMM and the FOIP plugin, linked above.
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Cash n Class
 
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