What exactly does FOOK do?

Post » Sun Jul 04, 2010 9:01 am

Can someone please put it in lamens terms? In a nutshell, well maybe a little bigger then a nutshell. Id appreciate it guys.
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Crystal Clarke
 
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Post » Sun Jul 04, 2010 11:34 am

Can someone please put it in lamens terms? In a nutshell, well maybe a little bigger then a nutshell. Id appreciate it guys.


currently bug fix NV, add Legacy items [ones that were in FO3 but not in NV but obsidian forgot to delete the stuff for]

Later, compile all the best mods of various types + "FOOK made mods" and make them all compatible,fully integrated and balanced and make everything play / look / run better while having more content[weapons,armor,etc.], more features[stuff like the ability to open a locked door with explosives] and gets as close as possible to making all off it seam as if the game should have shipped that way

["pick up this weapon I made at Doc Mitchell's" becomes "this weapon is found in stores + these enemies + random places around the wasteland like the original weapons"]
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ANaIs GRelot
 
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Post » Sun Jul 04, 2010 1:57 pm

The options menu for FO3's FOOK ought to be somewhat indicative of what's to come.
Spoiler
FOOK v1.1 Options Menu: Each list entry is a button. Underlined buttons lead to sub-menus
  • Set all options to FOOK2 Defaults
  • Nightvision Options
    • Enable nightvision on Power Helmets (Default)
    • Disable nightvision on Power Helmets
    • Bind a different nightvision hotkey (Default is 'N')
    • Toggle nightvision with a hotkey
    • Toggle nightvision with an inventory item (Nightvision Switch)
    • Use Alternate NVG Effects
    • Use Default NVG Effects
    • Nightvision charging options
      • Show charge status messages
      • Don't show charge status messages
      • Don't show charge status (HUD)
      • Show charge status in lower-right (HUD)
      • Show charge status in crosshair (HUD)
      • Disable audible low charge warning
      • Enable audible low charge warning
      • Charge Duration Options
        • One minute
        • Two minutes
        • Three minutes (Default)
        • Five minutes
        • Ten Minutes
        • Fifteen minutes
        • Twenty Minutes
        • Thirty minutes
        • Unlimited Charge
        • Back
      • Back
    • Back
  • Explosive Breach Options
    • Explosive Breach (Default Settings)
    • Disable Explosive Breach
    • Items CAN be destroyed
    • Items CANNOT be destroyed
    • Explosives CAN fail
    • Explosives CANNOT fail
    • Timers CAN malfunction
    • Timers CANNOT malfunction
    • More Explosive Breach Options
      • No penalty while in combat
      • 25% Penalty while in combat
      • 50% Penalty while in combat
      • 75% Penalty while in combat
      • 100% Penalty while in combat
      • Difficulty: Easy
      • Difficulty: Normal (Default)
      • Difficulty: Hard
      • Back
    • Back
  • Heavy Weapon Handicap Options
    • Enable Heavy Weapon Handicaps (Default)
    • Disable Heavy Weapon Handicaps
    • Enable running while heavy weapons are equipped
    • Disable running while heavy weapons are equipped (Default)
    • Back
  • FOSE Options
    • Reset Menu Hotkey (Default is 'O')
    • Disable Power Armor Battle Damage
    • Enable Power Armor Battle Damage (Default)
    • Melee Lock On
      • Enable Melee Lock On (Default)
      • Disable Melee Lock On
      • Remap Melee Lock On Hotkey (Default is 'C')
      • Back
    • Grenade Hotkey
      • Disable Grenade Hotkey Feature
      • Enable Grenade Hotkey Feature (Default)
      • Bind a new Grenade Throw Hotkey (Default is 'G')
      • Bind a new Grenade Toggle Hotkey (Default is 'H')
      • Define your attack key (Only required if your attack key is NOT LeftMouseButton!)
      • Back
    • Leveling Options
      • 100% XP (Default)
      • 75% XP
      • 66% XP
      • 50% XP
      • 33% XP
      • 25% XP
      • Scale quest XP to match preference
      • Don't scale quest XP
      • Set level bump base
        • Set Bump Base to 100
        • Set Bump Base to 150 (Default)
        • Set Bump Base to 200
        • Set Bump Base to 250
        • Set Bump Base to 300
        • Set Bump Base to 350
        • Set Bump Base to 400
        • Set Bump Base to 450
        • Set Bump Base to 500
        • Back
      • Back
    • Camera Settings
      • FOV 75 (FO3 Default)
      • FOV 80
      • FOV 85
      • FOV 90
      • FOV 95
      • Right positioned 3'rd person camera (Default)
      • Left positioned 3'rd person camera
      • Centered 3'rd person camera
      • Remap Camera Hotkeys
      • Remap Camera Hotkeys
        • Remap 'camera left' hotkey (Default is left arrow)
        • Remap 'camera right' hotkey (Default is right arrow)
        • Remap 'zoom in' Hotkey (Default is up arrow)
        • Remap 'zoom out' Hotkey (Default is down arrow)
        • Done (Exit Menu)
        • Back

      • Back
    • Blood Settings
      • None
      • Minimal
      • Normal (Default Fallout 3)
      • Increased (FOOK2 Default)
      • Bloodbath
      • Back
    • More FOSE Options
      • Weightless Meds (FO3 Default)
      • Weighted Meds (FOOK2 Default)
      • Fast Terminals (FOOK2 Default)
      • Slow Terminals (FO3 Default)
      • Enable Workbench Repair (Default)
      • Disable Workbench Repair
      • More FOSE Options
        • Enable No Repair in Combat (Default)
        • Disable No Repair in Combat
        • Item Durability Options
          • Set to Fallout 3 Default (100%)
          • Items degrade 50% slower (FOOK Default
          • Increase damage to item multipliers by 5% (Items degrade faster)
          • Decrease damage to item multipliers by 5% (Items degrade slower)
          • Back

        • Back
        • Done (Exit Menu)
      • Back
    • Back
  • DLC Options
    • Operation: Anchorage
      • Force-Start Operation: Anchorage
      • Spoiler: How to start Operation: Anchorage
      • Allow GNR in Anchorage Simulator
      • Disallow GNR in Anchorage Simulator
      • Allow Enclave radio in Anchorage Simulator
      • Disallow Enclave radio in Anchorage Simulator
      • Allow Agatha's Station in Anchorage Simulator
      • Disallow Agatha's Station in Anchorage Simulator
      • Back
    • The Pitt
      • Force-Start The Pitt
      • Spoiler: How to start The Pitt
      • Allow GNR in The Pitt (Strong signal only)
      • Disallow GNR in The Pitt
      • Allow Enclave radio in The Pitt
      • Disallow Enclave radio in The Pitt
      • Allow Agatha's Station in The Pitt
      • Disallow Agatha's Station in The Pitt
      • Back
    • Broken Steel
      • Back (No options yet)
    • Point Lookout
      • Force-Start Point Lookout
      • Spoiler: How to start Point Lookout
      • Allow GNR in Point Lookout (Strong signal only)
      • Disallow GNR in Point Lookout
      • Allow Enclave radio in Point Lookout
      • Disallow Enclave radio in Point Lookout
      • Allow Agatha's Station in Point Lookout
      • Disallow Agatha's Station in Point Lookout
      • Back
    • Mothership Zeta
      • Force-Start Mothership Zeta
      • Spoiler: How to start Mothership Zeta
      • Allow GNR in Mothership Zeta
      • Disallow GNR in Mothership Zeta
      • Allow Enclave radio in Mothership Zeta
      • Disallow Enclave radio in Mothership Zeta
      • Allow Agatha's Station in Mothership Zeta
      • Disallow Agatha's Station in Mothership Zeta
      • Back
    • Back
  • MyFOOK2
    • Turn S.H.A.D.E. on
    • Turn S.H.A.D.E. off
    • Swap "[censored] Victims" with "Torture Victims"
    • Swap "Torture Victims" with "[censored] Victims"
    • Black and White Tranquility Lane (Fallout 3 Default)
    • Color Tranquility Lane (FOOK2 Default)
    • Back
  • Backpedaling Options
    • Enable Back Pedal Feature (Default)
    • Disable Back Pedal Feature
    • 75% Back Pedal Speed
    • 66% Back Pedal Speed
    • 50% Back Pedal Speed
    • 33% Back Pedal Speed
    • 25% Back Pedal Speed
    • Retain Agility While Back Pedaling
    • Lose Agility While Back Pedaling (Default)
    • Back
  • More FOOK2 Options
    • [W4NK] (World and Neighborhood Improvement Kit) Options
      • Enable [W4NK] Map Markers (Default)
      • Disable [censored] Map Markers
      • Enable [W4NK] Notes and Terminals (Default)
      • Disable [censored] Notes and Terminals
      • Enable 2,273 placed skeletons (Default)
      • Disable 2,273 placed skeletons
      • Back
    • Enable "Tools of the Trade" (Default)
    • Disable "Tools of the Trade"
    • Dialogue Disabling Options
      • Disable 'That's locked for a reason' Comments
      • Enable 'That's locked for a reason' Comments
      • Disable Pickpocket Comments
      • Enable Pickpocket Comments (Default)
      • Disable Clumsy Player Comments
      • Enable Clumsy Player Comments (Default)
      • Disable Comments when the player picks up objects
      • Enable Comments when the player picks up objects (Default)
      • More Dialogue Disabling Options
        • Enable Comments about standing on furniture
        • Disable Comments about standing on furniture
        • Back
      • Back
    • Add PipBoy Glove
    • Remove PipBoy Glove
    • Enable Street Lights (Default)
    • Disable Street Lights
    • QA Testing Menu
      • QA Testing Containers
        • Enable QA shelf outside Vault 101
        • Disable QA shelf outside Vault 101
        • Weapons and Ammo
          • FOOK [SmallGuns]
          • FOOK [BigGuns]
          • FOOK [EnergyWeapons]
          • FOOK [Unarmed&Melee]
          • FOOK [Explosives]
          • FOOK [Ammo]
          • Back
        • Apparel and Armor
          • FOOK [Apparel]
          • FOOK [Armor]
          • FOOK [PowerArmor]
          • Back
        • Misc, Ingestibles, and Other
          • FOOK [Misc]
          • FOOK [Ingestibles]
          • FOOK2 [Notes]
          • Destroyed Power Armor
          • Back
        • Back
      • Access Bag of Holding (Cheat Container)
      • Back
    • Add/Remove Field Salvage Kit
    • Add/Remove Power Armor Training
    • Back
  • Done
Inevitably, FOOK for FNV will have as many buttons, perhaps more. That is to say a great deal of what it does/will do will be entirely up to the user. The optional stuff is just one facet though. For FO3, FOOK added gobs of items of all sorts, like a huge modder's potluck, while trying to make it all not feel like a mod, but as though the new content had always been there. For instance, FOOK for FO3 got to use Fritz Fretz' explosive radio as well as Ren's radio tuning mod. Combine the two with a few revisions and BAM, explosive, tunable radios with one hell of an 'off' switch. When many toys are in the same box, so to speak, all sorts of fun stuff is possible. FOOK aims to gather as many great edits, new items, and features in one place and make them play nicely with each other while attempting to retain some semblance of compatibility with other mods, in short.

http://s196.photobucket.com/albums/aa150/JustinCoherent/Fallout%20New%20Vegas/?action=view¤t=FNV001.jpg
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Fam Mughal
 
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Post » Sun Jul 04, 2010 5:14 am

Does anyone know if FOOK is compatible with this community bug fix? http://www.newvegasnexus.com/downloads/file.php?id=35909
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Pat RiMsey
 
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Post » Sun Jul 04, 2010 4:08 pm

Does anyone know if FOOK is compatible with this community bug fix? http://www.newvegasnexus.com/downloads/file.php?id=35909
For now, it looks like it. Some of the edits are actually from FOOK. Next FNV FOOK iteration, v0.03 will include an override .esp, so just be sure to load FOOK - New Vegas.esp after Compiled Patch.esp when/if you get the next FOOK.
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Crystal Clear
 
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Post » Sun Jul 04, 2010 7:03 pm

I got FOOK and theres a FOOK options menu in my Apparell section of the PipBoy. I underrstand most of it except the part that just says "7", what is that? Then if I click "More fook options" it just lists numbers 0-9 but it doesnt seem to do anything when I click it.
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Claire Jackson
 
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Post » Sun Jul 04, 2010 11:24 am

I got FOOK and theres a FOOK options menu in my Apparell section of the PipBoy. I underrstand most of it except the part that just says "7", what is that? Then if I click "More fook options" it just lists numbers 0-9 but it doesnt seem to do anything when I click it.
Ah.... v0.02 wasn't actually supposed to go public as it was, so that placeholder button is showing 'cause I forgot to add an IsXbox check to it. Just ignore it, I guess. The menu in v0.03 is a bit more fleshed out and no buttons will show that don't do anything.
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KIng James
 
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Post » Sun Jul 04, 2010 3:33 pm

IMO it does nothing useful. When I used FOOK it simply ruined the few mechanics I enjoyed, made my game unstable as hell, and added a bunch of stuff. Most of that stuff I could find in seperate mods, such as Blackwolf's Backpacks.


So I don't use it.
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Ruben Bernal
 
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Post » Sun Jul 04, 2010 12:15 pm

IMO it does nothing useful. When I used FOOK it simply ruined the few mechanics I enjoyed, made my game unstable as hell, and added a bunch of stuff. Most of that stuff I could find in seperate mods, such as Blackwolf's Backpacks.


So I don't use it.




Well, well... aren't we a joyful little raincloud of nothing useful when it comes to information.

What FOOK does, Ryuz, is take a game which has a great many mods fixing bugs, adding items, adjusting strange/broken gameplay options... and throws in a bit of spice by adding FOOK-exclusive mods on top... then says, presto-changeo... they all actually WORK together.

When you see people who show up and complain about it making their game unstable... this is usually due to user error, rather than an error on behalf of FOOK. That's not to say it's perfect, not by a long shot... but its certainly more convenient than trying to cram all the crap you may have downloaded together and force them to work by making some sort of a compilation/merged/whatever trick you use mod yourself... and when something goes wrong... -you- aren't the one responsible for finding out how, and why, and then fixing it.

That's what FOOK does.
That's all!
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Sabrina garzotto
 
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Post » Sun Jul 04, 2010 7:13 am

IMO it does nothing useful. When I used FOOK it simply ruined the few mechanics I enjoyed, made my game unstable as hell, and added a bunch of stuff. Most of that stuff I could find in seperate mods, such as Blackwolf's Backpacks.


So I don't use it.

FOOK made FO3 unstable?
Then you botched something somewhere, not FOOK.

My current FO3 setup is running FOOK and FWE, and I just finished playing for about 3 or 4 hours straight without a CTD. Not uncommon, I very rarely CTD.
The stability issue is in your setup, not FOOK.

As for the other things (modify some of the game's mechanics, and "added a bunch of stuff"), well... that is what FOOK is supposed to do. That is the reason people use it.
It changes some of the annoying things about FO3, and adds a ton of new items and features. It also merges several small mods together, so that you only have FOOK in the load order, instead of 20-30 little mods each adding one or two items.

Simply put, you're bashing FOOK because it works as advertised. :facepalm:
Don't post things that are misleading and derogative. That is what is known as being a troll.

Well, well... aren't we a joyful little raincloud of nothing useful when it comes to information.

What FOOK does, Ryuz, is take a game which has a great many mods fixing bugs, adding items, adjusting strange/broken gameplay options... and throws in a bit of spice by adding FOOK-exclusive mods on top... then says, presto-changeo... they all actually WORK together.

When you see people who show up and complain about it making their game unstable... this is usually due to user error, rather than an error on behalf of FOOK. That's not to say it's perfect, not by a long shot... but its certainly more convenient than trying to cram all the crap you may have downloaded together and force them to work by making some sort of a compilation/merged/whatever trick you use mod yourself... and when something goes wrong... -you- aren't the one responsible for finding out how, and why, and then fixing it.

That's what FOOK does.
That's all!

This...
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Catharine Krupinski
 
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Post » Sun Jul 04, 2010 2:31 pm

Glad to see you agree with me, Ssenkrad!


These statements are the same as always, just like people who still... to this day... absolutely REFUSE to use things like the Script Extender because it 'breaks' stuff... when really what they mean to say is:

"I can't figure this out, but I'm too damn proud to ask anyone for help... and then when people -do- try to help... I have to scream and shout and act like I know what I'm doing... ho hum!"

They're almost 90% baseless claims, either snarls and hisses from people who failed to install the mod correctly or claims made by people who enjoyed exploiting the mechanics which FOOK fixed that it 'broke' something they liked.

Either way, when you go look up FOOK, there is a -list- of, quite literally, every change... addition... reduction... alteration... improvement... and slight breakage included, right there for you to read. Any one of the read me's will help guide you on your way. Any one of the 'Known Issues' will be available for you to see.

There's just no excuse for these kinds of trolls to keep popping in, without any legitimate information, and spout off crap.

It really ought to be against the rules or something to slander the work of a dedicated team of folks trying to HELP people enjoy their game. For free.


-edited for spelling errors-
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Darrell Fawcett
 
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Post » Sun Jul 04, 2010 6:33 am

IMO it does nothing useful. When I used FOOK it simply ruined the few mechanics I enjoyed, made my game unstable as hell, and added a bunch of stuff. Most of that stuff I could find in seperate mods, such as Blackwolf's Backpacks.


So I don't use it.



Classic.





absolutely REFUSE to use things like the Script Extender because it 'breaks' stuff...




I refuse to use FOSE, just, because I can!

(I don't think it breaks anything, though. I just don't use it).
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Rozlyn Robinson
 
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Post » Sun Jul 04, 2010 2:02 pm

I tried the FOOK2 mod for Fallout 3, no doubt great mod, but i just prefered the gameplay changes of FWE more. Since New Vegas has no FWE-equivalent (yet, atleast) and since unmodded New Vegas' gameplay is much more agreeable, i just might start using this.
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sally R
 
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Post » Sun Jul 04, 2010 9:24 am

Personally I see it this way: there will be a lot of stuff to choose from. Last time I played I used a FWE since I preferred the FWE mechanics but with some FOOK items added in thanks to Fearil's compatibility patch and that was a 200 hour playthrough on one character... did I get CTDs? Yes! Was it unplayable? Hell no! I enjoyed it!

ATM total overhaul mods (like FWE and FOOK were for FO3) are still in embryonic state but the future looks pretty bright with the FOOK team using the knowledge they got from modding FO3 and using it for this new project and the FWE team intending to work on something special for NV as well. My point is the thing we don't (won't) lack is choice so no point in bashing one mod because you had issues with it, other people enjoyed it.

That being said I'm curios to see what you guys can cook up :)
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Luis Reyma
 
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Post » Sun Jul 04, 2010 6:39 am

IMO it does nothing useful. When I used FOOK it simply ruined the few mechanics I enjoyed, made my game unstable as hell, and added a bunch of stuff. Most of that stuff I could find in seperate mods, such as Blackwolf's Backpacks.

So I don't use it.

Wow, I don't even use FOOK and I find your post offensive. You're not helping anyone.

To the OP:

Personally I don't find that FO3/FNV require as much of an overhaul as Oblivion did, and I prefer to cherry-pick a few mods rather than use overhauls. I completely understand the desire though, and large projects like that are always admirable. Really, just read the feature list and decide if they're ones you want. At least read enough to decide if the people in charge of deciding what goes in think like you do. No sense in downloading something everyone says "makes the game better" if that turns out to be ultra-hardcoe pooping/showering mods or vice versa. Only person that can tell you if it's good is you.
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..xX Vin Xx..
 
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Post » Sun Jul 04, 2010 11:34 am

Personally I see it this way: there will be a lot of stuff to choose from. Last time I played I used a FWE since I preferred the FWE mechanics but with some FOOK items added in thanks to Fearil's compatibility patch and that was a 200 hour playthrough on one character... did I get CDTs? Yes! Was it unplayable? Hell no! I enjoyed it!

ATM total overhaul mods (like FWE and FOOK were for FO3) are still in embryonic state but the future looks pretty bright with the FOOK team using the knowledge they got from modding FO3 and using it for this new project and the FWE team intending to work on something special for NV as well. My point is the thing we don't (won't) lack is choice so no point in bashing one mod because you had issues with it, other people enjoyed it.

That being said I'm curios to see what you guys can cook up :)


Yes, we have all gotten much better at what we do since we started working on FO3 *shameless plug* My own http://www.newvegasnexus.com/downloads/file.php?id=34998 (which has been streamlined, overhauled, made nice and shiny by Justin for FOOK) is proof of my own progress. I went from not even being able to READ scripts to, THAT (as basic as it is). So far we have avoided making many of the mistakes made with FOOK2. And just about all of us have gotten better at QA testing before a release (communication errors not withstanding). At this point, as long as we all stick together, the only way to go is up.

In the end it's each users choice what they want. FOOK will offer the standard fare of Mass amounts of items, as well as some gameplay enhancements, but TRUST ME we have learned that there is no point in 30 types of AK-47 where the ONLY difference is the model, and uniques that are just copypasta and stats. We have upped our standards SIGNIFICANTLY.
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Penny Wills
 
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Post » Sun Jul 04, 2010 9:32 pm

Eh, I don't like some of the changes FOOK's done to NV. Why is the Van Graff armour just as powerful as normal Combat Armour now? I mean, it's made - or enhanced, even - by the Van Graffs! Hell, why were the rest of the armours normalised? What about variety?
Furthermore, why was "For the Republic, Part 2" renamed? I mean, think about it; if it were a bug, it wouldn't have escaped the developers so easily - being the name of a major quest and all. Perhaps it was a stylistic choice?
Also - at risk of sounding more like a "nitpicker" - what's the deal with the F3 stuff? I mean, hell - why is Rivet City armour in New Vegas? As far as I can tell, there isn't anything in NV to suggest that the eastern and western sides of the continent have much communication between them, let alone transports. But hey - as long as you aren't going to make it part of the main game instead of just an debug item, right?

I will say I really enjoyed FOOK2 for F3, even though I didn't play any of the post 1.0 versions (Damnit, FWE! Why weren't you compatible with FOOK2? Why do you make people play FOOK less? You monster!) . Here's hoping we end up with the same level of extra fun stuff to play around with.
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Stu Clarke
 
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Post » Sun Jul 04, 2010 8:58 am

* Fixed many NPCs intended to spawn already dead to not respawn.


What exactly does this mean? I dont understand.
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Robert Jackson
 
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Post » Sun Jul 04, 2010 9:13 pm

* Fixed many NPCs intended to spawn already dead to not respawn.


What exactly does this mean? I dont understand.

it means that sometimes a corpse is supposed to spawn, sometimes those corpses accidentally respawn, giving you a free set armor, weapons or QUEST ITEMS every 3 days, or whatever the respawn time in this game is.
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Ownie Zuliana
 
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Post » Sun Jul 04, 2010 2:01 pm

Also - at risk of sounding more like a "nitpicker" - what's the deal with the F3 stuff? I mean, hell - why is Rivet City armour in New Vegas? As far as I can tell, there isn't anything in NV to suggest that the eastern and western sides of the continent have much communication between them, let alone transports. But hey - as long as you aren't going to make it part of the main game instead of just an debug item, right?


FOOK will eventually integrate the legacy items into the gameworld, rather than merely the debug boxes. Some of these, like the Strent R91 assault rifle are easy to explain. (Gun runners produce them for sale based on prewar schematics just like marksman carbine and such). Others, like the Outcast PA and RC security uniform, are harder to explain, but rest assured that FOOKTeam is giving a lot of thought on *how* to integrate them while remaining plausible and lorefriendly. If there's something that *seems* like it shoudn't be in Vegas and FOOK adds it to NV, there will be an explanation for it.
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Sunny Under
 
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Post » Sun Jul 04, 2010 6:10 pm

One of the big problems I have with FWE and FOOK is that they add a crapton of new, annoying, useless clutter items. Well, technically they're weapons/armor/aid items, but that doesn't change the fact that they're generally useless, annoying, and there are too damned many of them. The majority of them don't feel like they fit in the base game, either (for example, FWE had differently-modeled clones of the Chinese and regular Assault Rifles just to fill up loot lists). The gameplay changes are generally nice, but occasionally annoying (due to things like the extra menu popping up when I'm trying to hack/pick a lock and I don't want to use the hacking/lockpicking options).

Currently, FOOK for New Vegas is just a bug fix patch coupled with a cheat mod. It might morph into something worthwhile some time in the future, but at the moment I'd avoid FOOK until it's developed into something half-decent and instead install the compilation bug patch, which includes the FOOK bug fixes but not the cheats.

I don't think adding items that have no place in NV into the game just because the models are there is a good idea. For example, Outcast PA or a Rivet City Security Uniform. If you include everything that's available in the game files just because it's there and with no regard to plausibility, and instead make some convoluted story just so you can do that and claim it as 'plausible', well... It just seems like a really bad idea.
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Rik Douglas
 
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Post » Sun Jul 04, 2010 10:39 pm

I don't think adding items that have no place in NV into the game just because the models are there is a good idea. For example, Outcast PA or a Rivet City Security Uniform. If you include everything that's available in the game files just because it's there and with no regard to plausibility, and instead make some convoluted story just so you can do that and claim it as 'plausible', well... It just seems like a really bad idea.


'Tis a good thing that FOOK isn't doing that then. When the items are integrated into the world, they will have plausible reasons for why they're in the world. :)
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Stace
 
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Joined: Sun Jun 18, 2006 2:52 pm

Post » Sun Jul 04, 2010 8:13 am

One of the big problems I have with FWE and FOOK is that they add a crapton of new, annoying, useless clutter items. Well, technically they're weapons/armor/aid items, but that doesn't change the fact that they're generally useless, annoying, and there are too damned many of them. The majority of them don't feel like they fit in the base game, either (for example, FWE had differently-modeled clones of the Chinese and regular Assault Rifles just to fill up loot lists). The gameplay changes are generally nice, but occasionally annoying (due to things like the extra menu popping up when I'm trying to hack/pick a lock and I don't want to use the hacking/lockpicking options).

Currently, FOOK for New Vegas is just a bug fix patch coupled with a cheat mod. It might morph into something worthwhile some time in the future, but at the moment I'd avoid FOOK until it's developed into something half-decent and instead install the compilation bug patch, which includes the FOOK bug fixes but not the cheats.

I don't think adding items that have no place in NV into the game just because the models are there is a good idea. For example, Outcast PA or a Rivet City Security Uniform. If you include everything that's available in the game files just because it's there and with no regard to plausibility, and instead make some convoluted story just so you can do that and claim it as 'plausible', well... It just seems like a really bad idea.



You know... I really do disagree with you...

But at least you actually provided an -opinion- with your post! I can appreciate that... and it certainly helps me understand where you're coming from. The problem is, I really don't understand this whole 'this doesn't belong in the game, convoluted storyline to make it plausible' thing, when the mod isn't even -approaching- a completed state. I mean, how do you know it -won't- make sense? They haven't even gotten FOOK2 completed yet. That they've gone out of their way to make these bugfixes and items available in one place is an ambitious enough step... but there are actually plans on how to integrate them!

Now, I never used FWE... so I can't tell you what FWE did right or wrong. I wasn't a fan of some of the changes.

But FOOK is a project that is always changing, developing, and being re-designed in order to provide the best overall experience possible. Right now, people who download it are essentially the ones who will decide HOW it develops... offering their opinions and input and in return receiving a better quality mod.

You don't have to like it, so don't think that I'm saying you -should-...

I'm just saying, your argument doesn't make any sense to me. Maybe you're one of those minimalist, less-is-more kinds of people... or maybe you just hate lame stories as much as I do... but I think I'll do the FOOK team the courtesy to refrain from passing judgement on something until -after- its in a semi-completed state. Right now, the only thing your damning judgements do is ensure that your say will not have an effect on the way things are implemented in the mod.

For the rest of us who intend to try it out, or already are, well... our voices get to get heard.
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Nicole Kraus
 
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Post » Sun Jul 04, 2010 1:55 pm

But at least you actually provided an -opinion- with your post! I can appreciate that... and it certainly helps me understand where you're coming from. The problem is, I really don't understand this whole 'this doesn't belong in the game, convoluted storyline to make it plausible' thing, when the mod isn't even -approaching- a completed state. I mean, how do you know it -won't- make sense? They haven't even gotten FOOK2 completed yet. That they've gone out of their way to make these bugfixes and items available in one place is an ambitious enough step... but there are actually plans on how to integrate them!


I didn't say that you won't be able to make some kind of convoluted story in order to justify including every single item from FO3 into F:NV. I said that I don't want you do that just because you can. You should have an actual vision of what you want to accomplish with your mod, not just include every single possible thing that you can in it without any regard as to whether or not it fits into the game or, even worse, when it doesn't fit into the game you twist the story into a pretzel in order to justify it.

If you actually refuse to include some of the content from FO3 that you could use because it would be too far of a stretch to include it in F:NV (such as a Rivet City security uniform), then good - it might actually turn into a decent mod. But if you don't have the discipline to refrain from including every possible item into the game that you can, I want no part of it.
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Lucky Boy
 
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Post » Sun Jul 04, 2010 8:34 pm

You say that, but I don't believe that your definition of 'plausible' will match up with anyone elses if you insist on including every possible item into the game.


Half of the "possible items" are generic though. The only ones that are really east-coast specific that come to mind are the Rivet City security armor and the Outcast PA and things of that nature. I mean, the guns are all pretty much prewar anyway and can easily be explained away. Maybe the alien guns from Zeta, but I don't believe those resources are included in the BSAs, so we won't see 'em in FOOK.

The Outcast PA is pretty easily to explain - we know the outcasts were trying to reestablish contact with the west, so a failed expedition somewhere is pretty plausible. The RC security armor is tougher to explain, but it's still possible to do so. Say, a trader from RC heads westward with some hired bodyguards to establish trade routes now that the capital wasteland is starting to get back on its feet after the events of Broken Steel and FO3.

Beyond that, what stuff is particularly implausible, exactly? Be specific please.
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Schel[Anne]FTL
 
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