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

Post » Fri Oct 23, 2009 5:35 pm

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


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



Visit our new board for anything around FOOK: http://forum.fookunity.com

More Infos see also our page at Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4448
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Mrs. Patton
 
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Post » Fri Oct 23, 2009 7:20 am

And I just updated!
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Jani Eayon
 
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Post » Fri Oct 23, 2009 8:32 am

Hi guys.

A couple of quick questions.

Is it better to install as per the new instructions shown in Nexus or create a new FOMOD.

After running FOMS to sort load order I get the Message"Mod Mart's Mutant Mod-FOOK.esp depends on file FOOK.esp,Mart's Mutant mod.esp but it does not exist"
What does it mean please?Reason for asking ,when I go into data folder the FOOK.esp and Mart's.esp are both in there.

Thanks for your help.

James.:)
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lydia nekongo
 
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Post » Fri Oct 23, 2009 12:19 pm

In Fort Independence, I'm not sure if you changed it yet...but the Brotherhood Outcasts get really injured by the Raiders that automatically spawn there when you go run under the bridge. Sometimes the quest NPC that is there gets killed from the Raiders.

I haven't been there in a little while to see if anything changed with them, but thought I would let you know...since the Raiders that appear there have really powerful guns (comparatively to the outcasts) that destroy the turret and 1 outcast and sometimes 2 of them.
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Roddy
 
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Post » Fri Oct 23, 2009 6:08 pm

Ok our new board is up and running:

http://www.forum.fookunity.com


We are still tweaking it a bit and adding more stuff (some more mods will join us) but its operational.

Like you can see the fook forum is part of our bigger community page the "FOOKUNITY".

The FOOKUNITY will support various popular mods and projects and also get within the next weeks a news portal on which you'll be able to find news, dl's and other infos about mods that are part of the fookunity.


One could ofc say "why should i care, i want my fook patch". Well, this is all done to improve cross compatibility between mods and gives modders the means and resources to improve their mods and have a place to keep ppl updated.
Nexus is nice for having a central resource to dl all mod stuff but it doesn't provide any news on mods, has some restrictions on certain things and tries to cater to everyone (we will do it only for those which we think are worth it).

Beside that is FOOK v2.0 also on a good way especially since we got a few new team members which will bring some nice stuff to FOOK.
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Jennifer Rose
 
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Post » Fri Oct 23, 2009 5:11 pm

Public FOOKing? For the exhibitionist in us all. To follow up from the end of the last thread, here's a fully functional http://www.4shared.com/file/101712835/bad19890/FOOK_Enclave_Commander.html (stand-alone and FOSE realiant) which should work with both the main DL for FOOK v1.6 on the Nexus as well as the set of http://www.fallout3nexus.com/downloads/download.php?id=48304 plugins. Cheers and congrats on getting the FOOK forum up and running! :foodndrink:
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Emily Jones
 
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Post » Fri Oct 23, 2009 8:52 am

This may sound like a real stupid question!! But every time I've been to Fort Independance the only people I come across are from the Talon Company.I thought it was the Outcasts Fort. :shrug: I've been there many times.Am i missing something or is my dementure kicking in? lol :wacko:

Never Mind.I was looking in wrong place :facepalm:

Still can't work out why I kept being attacked by the Outcasts though lol :read:
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Kevan Olson
 
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Post » Fri Oct 23, 2009 5:44 pm

Hi guys.

A couple of quick questions.

Is it better to install as per the new instructions shown in Nexus or create a new FOMOD.

After running FOMS to sort load order I get the Message"Mod Mart's Mutant Mod-FOOK.esp depends on file FOOK.esp,Mart's Mutant mod.esp but it does not exist"
What does it mean please?Reason for asking ,when I go into data folder the FOOK.esp and Mart's.esp are both in there.

Thanks for your help.

James.:)

You'd have to ask for help in the FOMS threads I would think.
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Smokey
 
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Post » Fri Oct 23, 2009 9:52 am

You'd have to ask for help in the FOMS threads I would think.

Will do,Thank you :)
I've been looking for ages.Do you have a Link for that thread please? The Guide Dogs been sacked :P

Also which version of Mod Mart's Mutant Mod-FOOK.esp do i use.Yours or The one That Mart Updated please?
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Kate Norris
 
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Post » Fri Oct 23, 2009 9:47 am

Anychance for fook 2.0 to revert the quest reward for the replicated man back to vanilla(rivit city android quest reward)? I kind of liked the plasma weapon without the scope :P

Figured this is the time to ask!
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Ruben Bernal
 
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Post » Fri Oct 23, 2009 4:59 pm

Anychance for fook 2.0 to revert the quest reward for the replicated man back to vanilla(rivit city android quest reward)? I kind of liked the plasma weapon without the scope :P

Figured this is the time to ask!


The weapon is the same (baseid-wise). Just a different mesh/stats. Came with unique uniques iirc, You can probably just open the geck, search for the weapon, modify the gun in some minimal way so the geck marks it as modified and save.. then load this new plugin after fook.
POOF, old gun is back.

Of course, you can go picky and have the new stats with the old model, or a combination thereof.
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Bryanna Vacchiano
 
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Post » Fri Oct 23, 2009 10:35 pm

The weapon is the same (baseid-wise). Just a different mesh/stats. Came with unique uniques iirc, You can probably just open the geck, search for the weapon, modify the gun in some minimal way so the geck marks it as modified and save.. then load this new plugin after fook.
POOF, old gun is back.

Of course, you can go picky and have the new stats with the old model, or a combination thereof.


Neat, anyhow encoutnered an odd thing...

I just finished Operation Anchorage for the first time with fook. I have the latest fook OA plugin.. after saving both friendly outcast members from the mutiny everything was fine.. Both of the npcs were friendly. However, when I took the elevator up, I was ambushed by the Outcast guards(This did not happen in vanilla). Furthermore, when I killed them I received a negative karma hit. Am I missing something?

edit: I reloaded my save with Fook OA not active. This time the topside guards were not hostile. I think one of the fook named npcs caused the guards above to go hostile.
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Alister Scott
 
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Post » Fri Oct 23, 2009 9:23 am

Neat, anyhow encoutnered an odd thing...

I just finished Operation Anchorage for the first time with fook. I have the latest fook OA plugin.. after saving both friendly outcast members from the mutiny everything was fine.. Both of the npcs were friendly. However, when I took the elevator up, I was ambushed by the Outcast guards(This did not happen in vanilla). Furthermore, when I killed them I received a negative karma hit. Am I missing something?


If you stay down a lil bit more, there's a
Spoiler
mutiny, and all but 2 of the outcasts of the base will go hostile
. You probably didnt waited for the resolution downstairs and some quest flags didn't got properly set.
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Katharine Newton
 
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Post » Fri Oct 23, 2009 6:35 pm

Anychance for fook 2.0 to revert the quest reward for the replicated man back to vanilla(rivit city android quest reward)? I kind of liked the plasma weapon without the scope :P

Figured this is the time to ask!
For the time being, http://files.filefront.com/13660368's a plugin that will revert A3-21's plasma rifle. You now can get the Ion version from Zimmer instead to make up for that karma hit. If you have the Ion Rifle in your inventory, it should revert back to a slightly modified Plasma Rifle. I'm also for the unique weapons remaining intact as the game provides all sorts of opportunities to give the player the new stuff.
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oliver klosoff
 
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Post » Fri Oct 23, 2009 4:17 pm

I found a Scoped M72 Gauss Rifle in FOOK files; is this identical to the O:A Gauss Rifle?
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Add Me
 
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Post » Fri Oct 23, 2009 10:17 am

Hi,

Guys, this is from the previous FOOK thread, I still can't overcome this problem.

If a weapon has got optical ironsights like the SR20 rifle, and I try to aim with it I see this http://img218.imageshack.us/my.php?image=fallout3200904240050138.jpg

One user said that this has something to do with scopeRedDot.nif in the CGC.../AJ-47 folder. Am I the only one with this problem? Anyoneone can, please, help me fix this?

Cheers.
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Alexx Peace
 
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Post » Fri Oct 23, 2009 4:48 pm

If you stay down a lil bit more, there's a
Spoiler
mutiny, and all but 2 of the outcasts of the base will go hostile
. You probably didnt waited for the resolution downstairs and some quest flags didn't got properly set.


Odd, I waited long enough for the event to happen. I killed all the hostiles. I even talked to the two survivors, whom thanked me for saving their lives. Still thinking that this problem has to do with the added named npc. Since the npc disappeared when fook ao isnt loaded, and the topside Outcasts were not hostile.

edit: Seif I have the same issue with that gun.

edit2: Justin, thanks for the plugin! I agree, lots of ways to add weapons, more choices is always nice :)
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Louise Andrew
 
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Post » Fri Oct 23, 2009 10:13 am

I found a Scoped M72 Gauss Rifle in FOOK files; is this identical to the O:A Gauss Rifle?


nope, thats a different one done by einherjrar.


Btw unique weapons will be revised, kinda needed with all the changes/additions to weapons that will be in v2.0.

The overall difference between 1.6 and 2.0 might be even bigger than between 1.0 and 1.6.
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Rhi Edwards
 
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Post » Fri Oct 23, 2009 11:24 pm

Hi,

Guys, this is from the previous FOOK thread, I still can't overcome this problem.

If a weapon has got optical ironsights like the SR20 rifle, and I try to aim with it I see this http://img218.imageshack.us/my.php?image=fallout3200904240050138.jpg

One user said that this has something to do with scopeRedDot.nif in the CGC.../AJ-47 folder. Am I the only one with this problem? Anyoneone can, please, help me fix this?

Cheers.


It must be something to do with an older file, Ive just picked up a bunch of these weapons and hadnt had the problem. What ingame setting are you running the texure size at?
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Jamie Lee
 
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Post » Fri Oct 23, 2009 2:09 pm

nope, thats a different one done by einherjrar.


Btw unique weapons will be revised, kinda needed with all the changes/additions to weapons that will be in v2.0.

The overall difference between 1.6 and 2.0 might be even bigger than between 1.0 and 1.6.


Is 2.0 going to adjust for the additional 10 levels due to Broken Steel? You know this is coming, just wondering if you are going ahead and planning for it.
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Alan Cutler
 
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Post » Fri Oct 23, 2009 3:18 pm

Just to let you know you have my permission to use my MP5s in FOOK. I still haven't finished the texture on the MP5K but once that's done I'll let you know.
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Krystal Wilson
 
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Post » Fri Oct 23, 2009 5:59 pm

Just to let you know you have my permission to use my MP5s in FOOK. I still haven't finished the texture on the MP5K but once that's done I'll let you know.


cool thing. :)
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Stephy Beck
 
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Post » Fri Oct 23, 2009 9:40 pm

Made a little mod for myself, adds an additional functionality to the blackwolf backpacks: If you drop them to the floor, they behave like containers (if you're standing, if you activate while crouching, all the items inside and the backpack go to your inventory).
Mod contains no backpack or textures or resources, it just lists bunsaki's mod as master and adds a script to the packs.

Waiting for bunsaki's permission to publish ( his inbox is full :(, lets hope he reads his comment thread). If he does accept, would you grant publishing permission for a fook version?
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Laurenn Doylee
 
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Post » Fri Oct 23, 2009 5:30 pm

Made a little mod for myself, adds an additional functionality to the blackwolf backpacks: If you drop them to the floor, they behave like containers (if you're standing, if you activate while crouching, all the items inside and the backpack go to your inventory).
Mod contains no backpack or textures or resources, it just lists bunsaki's mod as master and adds a script to the packs.

Waiting for bunsaki's permission to publish ( his inbox is full :(, lets hope he reads his comment thread). If he does accept, would you grant publishing permission for a fook version?



sure and maybe i should mention that everyone is free to publish addons for FOOK.

I would also ask you if i'd be ok if we can integrate this feature in v2.0?
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cassy
 
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Post » Fri Oct 23, 2009 9:39 pm

Yep, as soon as bunsaki gives it a green.
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Jeneene Hunte
 
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