First, XFO is compatible with FOOK *except* for the rarity patches -- don't use any of them with FOOK. I'm really trying to think of a way to get this to work properly, but it would be infinitely easier for them to add a rarity option from their side, since they have the master file. I can make one based on their master file, but IF I make a new XFO (no promises, but I'm looking into it), my focus will be on simplifying its use, not adding to the already-bulky complexity of it.
Secondly, as for the ghoul changes, they were really a mistake on my part. Fun idea, but poorly tested and poorly implemented, as well as stepping out of XFO's intended arena into MMM's. In the current mod environment, they should NOT be the way I had them. I may release some mob change mods as a different release at some point in the future.
As for my apparent return, I'm just wading in to look around. I'm quite frustrated that so many things have been broken by even more ill-conceived patches from Beth. I understand that they're "frustrated" and "doing the best they can," but I wouldn't accept those excuses from a mechanic if he kept returning my car in worse shape than when I brought it in, and I ended up losing six months of driving. Also, making XFO is an enormous time-sink for me and as an unemployed college grad student in a rough economy, time-sinks aren't really the best idea. However, I have some ideas, and I will be whittling on them; we'll see if something comes of them. If something does, it will be a new and re-thought XFO, remade from scratch. It was just getting too bulky, confusing, and buggy, and I can do a better job by discarding the faulty foundation. That also means that if such a thing does come about, it may be awhile! :ninja:
Compatible except for the rarity patches AND the weapon accuracy/damage, correct?
And is load order XFO then FOOK or FOOK then XFO? And then the latest FOIP MMM - XFO + FOOK.esp compatability patch at the end I assume.
Here's what I've got. I haven't actually run this configuration yet (the two rarity mods would have to come out, at least, I know - see above)...Please advise, Xod...appreciate all the hard work and here's hoping this economy gets back in shape so we ALL can get back our time.
Fallout3.esm
CALIBR.esm
FOOK.esm
Mart's Mutant Mod.esm
HairPack.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_slow.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
UPP - Beverage Perks.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
RRR 1.0.esp
Overhead3PCamera.esp
GalaxyNewsRadio20[M].esp
dD-Less Blood Time, Larger Blood.esp
Josef Greys Kozaburo Hair Style for Fallout 3.esp
hair_add_npc.esp
PlayerOnlyJGRetexture.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 + FOOK.esp
Total active plugins: 51
Total plugins: 57