[mod] XFO -- Fallout 3 Balance Overhaul! #5

Post » Sun Oct 25, 2009 10:06 am

I totally love this mod. The problem is that I also love FOOK and MMM's and I'm not sure i can get them all work together with the current compatibility system (FOIP). XFO is not compatible with the current 1.6 FOOK and this make meh sad :(
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Lisa Robb
 
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Post » Sun Oct 25, 2009 10:25 am

Hey all, does anyone know the console codes for the XFO perks?

Or can anyone tell me how to find this out, perhaps?

I really just need the commando and gunslinger perk path perk codes... PM me please if you can help! Thanks!
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Calum Campbell
 
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Post » Sun Oct 25, 2009 5:38 am

Is it dead?
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Rachel Cafferty
 
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Post » Sun Oct 25, 2009 5:37 am

I'm afraid so. I'd still recommend it though personally. Love the modularity of the mod combined with what it can change.
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Amysaurusrex
 
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Post » Sun Oct 25, 2009 11:59 am

Xodarap seems not to have been active for about 2 months now.
I hope he's just a little busy with work/college/real life and will eventually come back to FO3 modding.

We'll see, I guess...
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Ally Chimienti
 
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Post » Sun Oct 25, 2009 5:53 pm

I'm afraid so. I'd still recommend it though personally. Love the modularity of the mod combined with what it can change.


Definately true. Brilliant mod. My only worry is how it holds up in terms of compatibility when new mod versions/patches are released :(
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phillip crookes
 
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Post » Sun Oct 25, 2009 8:17 am

Yes, I hope Xod isn't gone for good either. XFO still is a great mod and paved the way for many others (including FWE).

Regarding compatiblity, once I get the next version of FWE released (which should be a stable near final version), most of my modding activities will hopefully swing around to better maintaining FOIP. If Xod isn't around or no else has taken the reins, I'd be willing to help patch up XFO for FOOK support.

Best wishes for all,
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Judy Lynch
 
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Post » Sun Oct 25, 2009 9:42 am

I have wanted to play this mod for quite some time but I just can't play without MMM + FOOK. I understand that with MMM everything is fine, but I can see that there are compatibility problems with FOOK, right? :sad:
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Pants
 
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Post » Sun Oct 25, 2009 7:03 am

I have wanted to play this mod for quite some time but I just can't play without MMM + FOOK. I understand that with MMM everything is fine, but I can see that there are compatibility problems with FOOK, right? :sad:


On the plus side, it's modular, so you should be able to use certain modules without too much trouble. I'd imagine the weapon tweaks have trouble alongside fook at the very least.
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RUby DIaz
 
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Post » Sun Oct 25, 2009 10:15 am

I have a problem, which you have already addressed happens, but I believe you stated you fixed it. Anyway the problem that constantly happens is every time I sell jet/nuka-cola, and try to sleep it won't let me because it registers the jet/nuka-cola when sold, as if it was used by me.
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LuBiE LoU
 
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Post » Sun Oct 25, 2009 8:49 pm

Yes, I hope Xod isn't gone for good either. XFO still is a great mod and paved the way for many others (including FWE).

Regarding compatiblity, once I get the next version of FWE released (which should be a stable near final version), most of my modding activities will hopefully swing around to better maintaining FOIP. If Xod isn't around or no else has taken the reins, I'd be willing to help patch up XFO for FOOK support.

Best wishes for all,

It will be very kind of you, man
Until now I use FOOK+MMM+some components of XFO
Brilliant mod
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Kelsey Hall
 
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Post » Sun Oct 25, 2009 3:20 pm

Martigen, or whoever else can answer.

It seems the more I read on the compatability of mods, the more confused I get. What I'd LIKE to do is run your MMM with XFO and FOOK in all their current versions. As it stands today, MMM is at RC1.11, FOOK is at 1.6 and XFO is at 84b.

Forget about that for a second. First I want to make sure I'm running MMM RC1.11 with XFO 84b correctly (which is my current configuration - I haven't even attempted to add/test FOOK 1.6). Do I use the FOIP Mart's Mutant Mod - XFO.esp? Or the Mart's Mutant Mod - XFO (not FOOK).esp that came with XFO 84b? Unfortunately the FOIP files don't tell me what versions the patches are referring to, which seems to be precisely the problem that FOIP is trying to solve. And Xod's readme for 84b doesn't specifically refer to what MMM version his patch refers to either.

Thanks in advance.
Sorry guys, forgot to update this thread. Yes it's done:


I've finished updating all the FOIP plugins for the MMMF3 package. They will eventually be moved to the FOIP page here when Mez gets back on.

For now the package can be found on the MMMF3 download link on Nexus: http://www.fallout3nexus.com/downloads/file.php?id=3211

This includes modules for FOOK, XFO, FWE and more.

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Laura Mclean
 
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Post » Sun Oct 25, 2009 12:04 pm

hey guys,

Has anyone tried xfo with Broken Steel? I wonder if there are any compatibility issues. I patched to the 1.5 and it caused no problem with me. And I am not using MMM or FOOK.

Thanks!
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lilmissparty
 
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Post » Sun Oct 25, 2009 8:50 pm

Martigen, or whoever else can answer.

It seems the more I read on the compatability of mods, the more confused I get. What I'd LIKE to do is run your MMM with XFO and FOOK in all their current versions. As it stands today, MMM is at RC1.11, FOOK is at 1.6 and XFO is at 84b.

Forget about that for a second. First I want to make sure I'm running MMM RC1.11 with XFO 84b correctly (which is my current configuration - I haven't even attempted to add/test FOOK 1.6). Do I use the FOIP Mart's Mutant Mod - XFO.esp? Or the Mart's Mutant Mod - XFO (not FOOK).esp that came with XFO 84b? Unfortunately the FOIP files don't tell me what versions the patches are referring to, which seems to be precisely the problem that FOIP is trying to solve. And Xod's readme for 84b doesn't specifically refer to what MMM version his patch refers to either.

Thanks in advance.


My readme states specifically to ignore my compatibility patches once others come out from other sources. They were just stop-gaps and are now deprecated. Do *not* use any compatibility patches from an XFO rar.

(I was never here ;))
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steve brewin
 
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Post » Sun Oct 25, 2009 9:55 am

Xodarap777!
You better return!
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Eire Charlotta
 
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Post » Sun Oct 25, 2009 5:53 am

Xoderap! You scamp :o

Might this mean we'll see further work on your overhaul? :D
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Josh Sabatini
 
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Post » Sun Oct 25, 2009 10:17 am

Xoderap! You scamp :o

Might this mean we'll see further work on your overhaul? :D

What are you talking about? He was never here... ;)
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Jarrett Willis
 
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Post » Sun Oct 25, 2009 4:19 pm

All an elaborate plot to get my hopes up >>
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Isaac Saetern
 
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Post » Sun Oct 25, 2009 8:55 am

Ooo Xoda! XFO needs you! :P
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Gemma Archer
 
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Post » Sun Oct 25, 2009 2:38 pm

My readme states specifically to ignore my compatibility patches once others come out from other sources. They were just stop-gaps and are now deprecated. Do *not* use any compatibility patches from an XFO rar.

(I was never here ;))



Xod! Nice to see you're still lurking, even if you're "not".

So, does this mean that Fook 1.6 IS compatible with XFO 84b? In other words, CAN I use the Ammo rarity and Damage/accuracy mods packaged in XFO and then just run the MMM - XFO + FOOK FOIP compatability patch and be all good?

And, in other news, as currently I'm just running MMM RC 1.11 with XFO 84b (no FOOK yet), I'm using the latest FOIP MMM- XFO.esp compatability patch last in my load order and XFO's changes to Ghouls (super slow/only damage to the head) are definitely NOT running in game. When I was using XFO 84b's compatability patch, MMM - XFO (not fook), they definitely were. Is this because whoever made the FOIP compatability patch didn't really patch correctly?

Fallout3.esm
HairPack.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
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
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


Total active plugins: 41
Total plugins: 56
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james reed
 
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Post » Sun Oct 25, 2009 6:23 pm

hi,
i havent read the whole thread so please excuse me if this question has been answered already.

this mod seems to be pretty cool. everything sounds very good. i havent played fallout very long so i cannot surely decide if the changes are cool or not. from theory it sounds great to me..

my question is for people who know xfo and fook. in general i liked the idea of fook, but after trying it i dont like it anymore. for me it kills the atmosphere of the game to see people having brand new g36 and stuff. this just doesnt fit in fallout 3 imo. i just wanna know if this mod also has moments like this or if its well balanced and adds atmosphere to the game (maybe its something like ooo for oblivion?).

thanks in advance
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carla
 
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Post » Sun Oct 25, 2009 1:22 pm

Well balanced I'd say.

XFO is more of a in-game mechanics overhaul and the best part is that it's completely modular ^^. Meaning you can pick and choose the components you like.

I recommend you take a gander at the official readme for XFO to get a good idea of what's it aboot.

http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html

http://www.fallout3nexus.com/downloads/file.php?id=334 (XFO itself)
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TASTY TRACY
 
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Post » Sun Oct 25, 2009 5:50 pm

Holy [censored] holy [censored] holy [censored]...

/gives out little girl scream
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Kit Marsden
 
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Post » Sun Oct 25, 2009 8:20 am

Xod! Nice to see you're still lurking, even if you're "not".

So, does this mean that Fook 1.6 IS compatible with XFO 84b? In other words, CAN I use the Ammo rarity and Damage/accuracy mods packaged in XFO and then just run the MMM - XFO + FOOK FOIP compatability patch and be all good?

And, in other news, as currently I'm just running MMM RC 1.11 with XFO 84b (no FOOK yet), I'm using the latest FOIP MMM- XFO.esp compatability patch last in my load order and XFO's changes to Ghouls (super slow/only damage to the head) are definitely NOT running in game. When I was using XFO 84b's compatability patch, MMM - XFO (not fook), they definitely were. Is this because whoever made the FOIP compatability patch didn't really patch correctly?

*snip*


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:
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Blessed DIVA
 
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Post » Sun Oct 25, 2009 7:46 pm

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
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Alex Blacke
 
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