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

Post » Fri Oct 23, 2009 12:57 pm

I am using CMF Less Ammo- FOOK and I am still finding alot of ammo. Why is that?
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Travis
 
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Post » Fri Oct 23, 2009 2:20 pm

I'm getting an unavoidable crash with FOOK loaded. I do also use MMM and FWE with the various compatibility patches loaded, so it isn't entirely fair to point the finger exclusively at FOOK, however when I unload FOOK but leave the rest enabled (changing compatibility patches accordingly) my crash goes away.

Specifically, when trying to enter "The Mall", my game CTDs. This even happens if I use coc to go there immediately after character creation.

Any ideas?
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Scotties Hottie
 
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Post » Fri Oct 23, 2009 9:24 pm

I need some help,
I have F.W.E/F.O.O.K/W.M.K and I want to re-skin the M1911 using Brupo's re-skins, here is the link.
http://www.fallout3nexus.com/downloads/file.php?id=2568

How will the mods react to this? or would I be better off just adding trying to add the M1911 from brupo as a stand alone M1911 with its own skin?
if I swaped the one added by F.O.O.K's skin to the one the I want from the re-skin pack how would that affect the W.M.K?

just asking.



any one know?
I have no idea how to switch the skins, but I am sure I can learn the G.E.C.K enough to swap them.
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DAVId MArtInez
 
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Post » Fri Oct 23, 2009 5:01 pm

I am using CMF Less Ammo- FOOK and I am still finding alot of ammo. Why is that?

If you read documentation, you'd know that this would conflict with FOOK's modified loot tables. You're likely only getting the FOOK loot changes. If you changed the load order with this plugin, I'm guessing you'd have some problems. So basically, you shouldn't be using it.
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maria Dwyer
 
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Post » Fri Oct 23, 2009 8:55 am

Do do yourself a favour and boost the difficulty to very hard and load tougher enemies. You wont have ammo problems anymore.
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des lynam
 
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Post » Fri Oct 23, 2009 1:19 pm

The Leveled lists for armor and weapon for standard FOOK as well as the BS addon will get a complete overhaul. We will base it on 30 lvl's. Just to make myself clear. The "normal" FOOK lvled lists will then also be based on 30 lvl's cause I simply assume that everybody uses anyways the "Play after MQ" mod even if he doesn't have BS.


How are you doing it now? Is a weapon tied strictly to a level? In other words, you only see the Chinese Assault rifle at levels 10 and above? a 10mm SMG at levels 8 or above? A plasma rifle only at levels 15 and above?

Might I make a recommendation/suggestion?

From what Bethesda has said, reaching 30 is going to be difficult they way they play to scale experience point requirements. So there might be a group of people who may not want to force themselves to play to level 30 just to be able to see the highest tier weapons.

I was wondering it is might be more interesting and fun if the introduction of a weapon was tied to a range of levels. So you might have a group of weapons you might have some percentage chance of seeing at levels 1- 5, another group at levels 6-10, another group at levels 11-15, etc. That way sometimes might get a great "level 5" weapon early, maybe when you are at level 1, while other times when you are at level 9 you might only be finding "level 6 weapons", all depending just the luck of the drops, so to speak. It might make it more dynamic and interesting.

I'd be interested in your thoughts.

If this is of interest, perhaps we could discuss further on your forums?
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Stryke Force
 
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Post » Fri Oct 23, 2009 9:18 pm

Grifman, that's the way it's done now.
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Alkira rose Nankivell
 
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Post » Fri Oct 23, 2009 3:44 pm

Grifman, that's the way it's done now.


Cool, that's what I wasn't sure of. Thanks!
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No Name
 
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Post » Fri Oct 23, 2009 9:03 pm

I need some help,
I have F.W.E/F.O.O.K/W.M.K and I want to re-skin the M1911 using Brupo's re-skins, here is the link.
http://www.fallout3nexus.com/downloads/file.php?id=2568

How will the mods react to this? or would I be better off just adding trying to add the M1911 from brupo as a stand alone M1911 with its own skin?
if I swaped the one added by F.O.O.K's skin to the one the I want from the re-skin pack how would that affect the W.M.K?

just asking.


still no one can answer this?
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JAY
 
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Post » Fri Oct 23, 2009 8:07 pm

How are you doing it now? Is a weapon tied strictly to a level? In other words, you only see the Chinese Assault rifle at levels 10 and above? a 10mm SMG at levels 8 or above? A plasma rifle only at levels 15 and above?

Might I make a recommendation/suggestion?

From what Bethesda has said, reaching 30 is going to be difficult they way they play to scale experience point requirements. So there might be a group of people who may not want to force themselves to play to level 30 just to be able to see the highest tier weapons.

I was wondering it is might be more interesting and fun if the introduction of a weapon was tied to a range of levels. So you might have a group of weapons you might have some percentage chance of seeing at levels 1- 5, another group at levels 6-10, another group at levels 11-15, etc. That way sometimes might get a great "level 5" weapon early, maybe when you are at level 1, while other times when you are at level 9 you might only be finding "level 6 weapons", all depending just the luck of the drops, so to speak. It might make it more dynamic and interesting.

I'd be interested in your thoughts.

If this is of interest, perhaps we could discuss further on your forums?



It works already like that in FOOK.

Each faction has their weapon lists and for each faction the weapons start to appear at different levels. New and better weapons will be at the beginning rare within a faction and become more and more used the higher you get in level.
So if you are lucky you might get a new weapon with lvl12 but it could also need a few more levels till you find a certain weapon if you have bad luck.

Also if bethesda says something i don't rly believe it. If beth says reaching lvl 30 will be hard then maybe its hard for 12 year xbox kids who want to have finished all after a few hours.

Besides that, if ppl are so impatient that they don't want to play through 30 levels then FOOK might be the wrong mod anyways. Our goal is to make the game bigger, to "force" the player to explore more and not go out and kick ass everywhere you come without a problem.
That doesn't make for good gameplay imo and this game has its strengths in it's sandbox part and thus I/we will base anything done on this aspect of the game.
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meghan lock
 
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Post » Fri Oct 23, 2009 8:41 pm

It works already like that in FOOK.

Each faction has their weapon lists and for each faction the weapons start to appear at different levels. New and better weapons will be at the beginning rare within a faction and become more and more used the higher you get in level.
So if you are lucky you might get a new weapon with lvl12 but it could also need a few more levels till you find a certain weapon if you have bad luck.


That's cool. Like I said that's a great dynamic to have, and I'm glad you've been doing it that way. It's more interesting when you can sometimes get a lucky drop and other times when you're just having to make do until you do get one.

Also if bethesda says something i don't rly believe it. If beth says reaching lvl 30 will be hard then maybe its hard for 12 year xbox kids who want to have finished all after a few hours.

Besides that, if ppl are so impatient that they don't want to play through 30 levels then FOOK might be the wrong mod anyways. Our goal is to make the game bigger, to "force" the player to explore more and not go out and kick ass everywhere you come without a problem.
That doesn't make for good gameplay imo and this game has its strengths in it's sandbox part and thus I/we will base anything done on this aspect of the game.


Whoa, man, I'm on your side here. No need to get all agitated. I don't know how many XP it will take to reach 30. I'm just saying if it does take as long as Beth says it will, some people may not be interested in just wandering the place killing things just to level up when maybe they've visited every location, done all the quests. That's all I'm saying. I guess we'll know more once BS comes and then it can be assessed. But keep your cool, nobody here is attacking you or your work.
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Angelina Mayo
 
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Post » Fri Oct 23, 2009 10:15 pm

Do do yourself a favour and boost the difficulty to very hard and load tougher enemies. You wont have ammo problems anymore.

I already do this.
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Imy Davies
 
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Post » Fri Oct 23, 2009 4:00 pm

still no one can answer this?

If its just the one added by FOOK, simply try replacing the textures in Fallout3/Data/Textures/CGC/Weapons/1HandPistol/M1911 with the new ones, though for WMK I dont think it will be quite that simple, since each time you add something to a weapon, it actually gets replaced in your inventory with a new weapon model reflecting the additions you chose, Im not sure, but in this case you might have to edit the .nif to point the part of the model to the new textures.

At least that is my understanding of it, Im no expert, so Im sure someone else has a better explanation. ;)
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Destinyscharm
 
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Post » Fri Oct 23, 2009 6:02 pm

Whoa, man, I'm on your side here. No need to get all agitated. I don't know how many XP it will take to reach 30. I'm just saying if it does take as long as Beth says it will, some people may not be interested in just wandering the place killing things just to level up when maybe they've visited every location, done all the quests. That's all I'm saying. I guess we'll know more once BS comes and then it can be assessed. But keep your cool, nobody here is attacking you or your work.


uhm, i'm cool, i'm just stating facts.

Also you can be sure that you won't need to "grind" just to get to lvl 30. There is a reason why most ppl use a slower leveling mod.
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Conor Byrne
 
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Post » Fri Oct 23, 2009 7:32 pm

ok i have a question, how come whenever i shoot the 10mm pistol it still shoots and does damage, but that error sign comes up with the white exclamation, same thing with a caravan i saw outside of megaton, their guns where error signs. Why did this happen and how can i fix it?
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Mason Nevitt
 
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Post » Fri Oct 23, 2009 7:56 pm

You installed the mod wrong. go back and read the installation instructions.
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Melis Hristina
 
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Post » Fri Oct 23, 2009 10:25 am

what do you mean the wrong mod?
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Danny Warner
 
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Post » Fri Oct 23, 2009 11:47 pm

:facepalm:
Not wrong mod, wrong installation process... or rather, you didn't followed the installation process.
Before you ask, it's in the mod description.
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des lynam
 
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Post » Fri Oct 23, 2009 5:51 pm

I did all of that exactly like it said man, cept the wait 4 days, for that i just made a new character
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Kelly John
 
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Post » Sat Oct 24, 2009 1:26 am

nvm i fixed it, i just re-installed it and it worked np BTW epic mod.. as if you didn't already know lol
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Dorian Cozens
 
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Post » Fri Oct 23, 2009 8:59 pm

Hey, I was just wondering how I could change the stats on an item from The Pitt DLC (Tribal Power Armor). It doesn't seem to work like it did in Oblivion, as trying to load FOOK-The Pitt gives me an error about multiple masters. How would I open the plugin, change the stats on the armor back to vanilla, and safely save it? Just want to tweak a bit ^_^
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Evaa
 
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Post » Fri Oct 23, 2009 8:41 pm

Hey, I was just wondering how I could change the stats on an item from The Pitt DLC (Tribal Power Armor). It doesn't seem to work like it did in Oblivion, as trying to load FOOK-The Pitt gives me an error about multiple masters. How would I open the plugin, change the stats on the armor back to vanilla, and safely save it? Just want to tweak a bit ^_^


Yeah, I have that same problem, 'cept with OA-FOOK. I'd like to get the formid of the Hei-Gui helmet and make some tweaks to the winterized T-51b, but whenever I open it, the GECK gives me the multiple master error. Which is strange because FOOK.esp has multiple masters and I can edit it fine.
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josie treuberg
 
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Post » Fri Oct 23, 2009 3:39 pm

You need to edit the geck''s ini to ballowmultiplemasters
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Nicole Mark
 
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Post » Fri Oct 23, 2009 10:04 pm

You need to edit the geck''s ini to ballowmultiplemasters


Worked like a charm, thanks ^_^
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Laura Samson
 
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Post » Fri Oct 23, 2009 2:22 pm

Does FOOK by chance change the horrible pew! pew! pew! sound of the energy weapons? I swear that sound alone is what prevents me from playing a character tagged with Energy Weapons.

While I'm asking fooking questions, also wondering ...

1. The readme says that FOOK changes some armor stats. Does that include maybe increasing DR for some lesser armors like trader? There's some good variety in the vanilla armor/clothing and it's a shame that so much of it can't be used (no matter how cool it looks) because the DR is so low.

2. And also, some of the vanilla http://fallout.wikia.com/wiki/Merc_Cruiser_Outfit looks really cool, but unfortunately it looks like you can only get it by stealing it from someone. I really like the http://images1.wikia.nocookie.net/fallout/images/e/e6/Armor_merc_cruiser.jpg in particular. Does FOOK give you a chance to find these items out in the wastes?

Thanks :)
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cheryl wright
 
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