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

Post » Sun Oct 25, 2009 12:01 pm

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.

*snip*


Weaponskill damage/accuracy is compatible with FOOK because it doesn't touch any weapons; it just changes the effect of your skill on those weapons' damage and/or accuracy. However, be careful: if FOOK adjusts weapon damage upwards on the weapons, and you use XFO to increase the damage of the weapons again, they'll be more powerful than either intended. This will likely require some playtesting. I haven't been around for a couple months-ish, so I don't really know what's under the hood in FOOK anymore, nor am I up to date with compatibility issues in general. XFO and FOOK are naturally compatible projects, since they tend to look at different things (as long as you don't use FOOK to rebalance the game, of course :P) -- rarity files screw up fook because they change the loot lists, which FOOK needs to use to change what spawns. MMM needs compatibility with FOOK because of those loot lists, and it needs compatibility with XFO because it so significantly rebalances game mechanics that MMM needs to change creature stats to compensate. This is similar to the problems that could arise from using FOOK + XFO: if MMM doubles creature damage on the creatures, and XFO doubles creature damage in the settings, they'll come out quadrupled! :o

I have a lot to look over now that I'm back. It will be awhile before anyone sees anything out of me, because catch-up can be a [censored] :) That and my own scripts just look like gibberish when I've been away from them because I'm short-sighted and don't remember to comment them... :shrug:

EDIT: Hrm, I suppose that didn't help your original query much, did it? First, as for load order, like I said, I'm out of the loop, so you should ask in FOIP or FOOK, probably. But I do see that ammo rarity is still in your list, and it shouldn't be with fook. With Fook loaded afterwards, it will probably just get overwritten, but you could have a few things slip through, and then you'll have rare ammo in some things and not others.
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Sudah mati ini Keparat
 
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Post » Sun Oct 25, 2009 7:59 pm

i?m glad to see you back xodarap.

i?m looking forward to play your mod, but dont want to install something buggy/unfinished..maybe this thread is like the old ooo threads were: nothing but problems and bugs were discussed, but if you just played ooo, you didnt realize anything weird... :)

are you planning to remake your mod (i think i read a comment of you about this?) or will you continue your work in the future?
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Laura Richards
 
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Post » Sun Oct 25, 2009 8:15 pm

i?m glad to see you back xodarap.

i?m looking forward to play your mod, but dont want to install something buggy/unfinished..maybe this thread is like the old ooo threads were: nothing but problems and bugs were discussed, but if you just played ooo, you didnt realize anything weird... :)

are you planning to remake your mod (i think i read a comment of you about this?) or will you continue your work in the future?


If I do anything, it will be a complete remake from scratch. Too much of XFO suffers from decayed roots -- I started it long before the GECK existed, and before I understood how to use FO3Edit, master files, or how to script properly. Squashing bugs is having diminishing returns. Also, if I work from scratch, I can watch compatibility issues more closely since XFO also began long before things like FOOK and MMM. But this is a long and tedious process, and I'm quite busy IRL, so patience everyone ;)

From what I understand from my users, XFO isn't too buggy at the moment. It's also extremely modularized, so you can leave out the buggier components if you're worried, which are the Necessities mod and maybe the Extra Levels mod. Other than that, just don't combine the rarity files with FOOK or any enemy rebalances with MMM. It's not really worth waiting for XFO 1.0, since it could be a couple months or so, and I'll do my best to make it backwards-compatible (in a sense).
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Mark Hepworth
 
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Post » Sun Oct 25, 2009 2:22 pm

Nope. I told I have got an extra level everytime I load a game. I load, get an extra level, save it, quit, start game again, load it... and get another extra level. Everytime. If I load 5 times I get 5 extra levels.

Edit: I fixed this "bug". Rewrited aaPacingFixScript and now everything is fine! Inserted a part that intiialize PacingFixScript before extra levels. Now all right!


Anyone else having this problem?
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Brian LeHury
 
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Post » Sun Oct 25, 2009 12:14 pm

Glad to see you're back Xoda, looking forward to your future releases man, even if they are quite a bit out...
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Jacob Phillips
 
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Post » Sun Oct 25, 2009 3:23 pm

Weaponskill damage/accuracy is compatible with FOOK because it doesn't touch any weapons; it just changes the effect of your skill on those weapons' damage and/or accuracy. However, be careful: if FOOK adjusts weapon damage upwards on the weapons, and you use XFO to increase the damage of the weapons again, they'll be more powerful than either intended.

This does, in fact, happen. I use the accuracy, not-dmg mod, but I noticed that, with FOOK, the game became almost impossible to play on Very Hard (for example, I was in project purity with a laser rifle, when the enclave showed up. My weapons did so little damage that my only way of getting out of there was to shoot the gun out of their hands, and grab it before they can... Their weapons were also 3-4 shoting me...
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Courtney Foren
 
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Post » Sun Oct 25, 2009 5:04 pm

Xod have you considered taking on a helper(s). Since XFO doesn't change any graphics and seems mostly just coding it would be easy to assign a modder some specific tasks. You have a big enough fanbase that I'm sure you could easily get some volunteers. And if you do run into some "creative differences" the modularity of XFO can allow for that. At the very least there are some folk who would be more than happy to just do compatability upkeep. If you'd rather keep it "in house" for what ever reason thats fine too, I don't think you really owe anyone a expalanation either. It was just a suggestion. And if I've broken any kind of rule or offended you with this suggestion then let me know and I throw myself to the mirelurks.
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Connor Wing
 
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Post » Sun Oct 25, 2009 6:50 pm

Anyone else having this problem?

I don't have this problem, but I can't restart the game immediately after receiving extra levels.
Xodarap- will you be so kind to rework pacing and perks mod in accordance with new perks and level cap, which maked by Broken Steel?
Extra levels not work correctly after level 20.
They stil be received, but twice each time. And the second one change actual level.
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Jack Bryan
 
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Post » Sun Oct 25, 2009 1:58 pm

Weaponskill damage/accuracy is compatible with FOOK because it doesn't touch any weapons; it just changes the effect of your skill on those weapons' damage and/or accuracy. However, be careful: if FOOK adjusts weapon damage upwards on the weapons, and you use XFO to increase the damage of the weapons again, they'll be more powerful than either intended. This will likely require some playtesting. I haven't been around for a couple months-ish, so I don't really know what's under the hood in FOOK anymore, nor am I up to date with compatibility issues in general. XFO and FOOK are naturally compatible projects, since they tend to look at different things (as long as you don't use FOOK to rebalance the game, of course :P) -- rarity files screw up fook because they change the loot lists, which FOOK needs to use to change what spawns. MMM needs compatibility with FOOK because of those loot lists, and it needs compatibility with XFO because it so significantly rebalances game mechanics that MMM needs to change creature stats to compensate. This is similar to the problems that could arise from using FOOK + XFO: if MMM doubles creature damage on the creatures, and XFO doubles creature damage in the settings, they'll come out quadrupled! :o

I have a lot to look over now that I'm back. It will be awhile before anyone sees anything out of me, because catch-up can be a [censored] :) That and my own scripts just look like gibberish when I've been away from them because I'm short-sighted and don't remember to comment them... :shrug:

EDIT: Hrm, I suppose that didn't help your original query much, did it? First, as for load order, like I said, I'm out of the loop, so you should ask in FOIP or FOOK, probably. But I do see that ammo rarity is still in your list, and it shouldn't be with fook. With Fook loaded afterwards, it will probably just get overwritten, but you could have a few things slip through, and then you'll have rare ammo in some things and not others.



Thanks so much Xod for clearing that up! Your overhaul was the only mod I had going on for months when I first started playing and I just got back into the game recently and have been trying desparately to keep my favorite mod working! I've played around with load order and other things (activating and deactivating various parts of the mod) and decided that for me, I'm going to put XFO after FOOK to maintain the food and water changes and to ensure all those little XFO tweaks continue to function as I know them to. It seems that if I keep out enemy rebalance, weaponskill, and the rarities, MMM XFO and FOOK are golden. Don't really need the rebalance because MMM does such an extensive job of that; and the weaponskill needs to be lost, as you said, because FOOK has done a complete weapon overhaul with 1.6. I miss the rarities (stimpaks cost me 850 caps?! love it!) but its a small price to pay for me with what FOOK adds in game, especially the beautiful retextures. Maybe I'll move to Barter - High on XFO to make stuff cost more (FOOK 1.6 already makes things more expensive, but I don't believe he touches the barter skill.)

I'm still not sure what the FOIP MMM FOOK + XFO CP actually DOES (or change), but I'll keep it in there for now. I know you need the MMM - FOOK CP to put FOOK loot into MMM creatures, but without using your enemy rebalance mod (or rarities or weaponskill), I don't see any need for FOOK OR MMM to be patched to work with XFO.

If you can comment on this last point, and on any other erroneous logic above, that'd be great. And let me also set my sights forward to a time when you get back into the game. I love the way you think! And you wrote absolutely the best mod FAQ ever.

Cheers!

edit:uhoh...I just noticed that in your Stat Changes.esp you mess with enemy stat values. dammit. oh well. I guess the compatibility patch handles that or MMM will just overwrite because I put it last.
I actually don't even understand how someone can write a compatibility patch not knowing what portions of a mod you are using...I guess I just don't understand how CP's work at all!
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Penny Flame
 
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Post » Sun Oct 25, 2009 8:38 pm

Hi,

Thx for the awesome mod! I played it a while ago, but then left the Wasteland. Now I'm back and i feel a little lost:P I would like to play your mod, MMM and the 3 official DLC's. Is it a good idea? Won't there be conflicts? I'm willing to sacrifice MMM, but XFO is a must.
Oh, and btw, there is a serires of mods called treasure maps...where do you put it in the load order? Before or after XFO and MMM?

Thx in advance and hope to see more inspired work:)
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Jason Wolf
 
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Post » Sun Oct 25, 2009 3:25 pm

Glad to have you back Xodarap! I was just having some awfull thoughs about a fallout 3 without xfo in the future and how the hell am I going to survive! Anyway as a little feedback for you I am using xfo with another 30+ mods right now but I don't use ''major mods'' like FOOK or MMM. Only big mod I am using is the weapon balance mod which is really required. And I can tell you that everything work perfectly now. I am using 1.5 patch and 2 exp. packs. Only missing part is Broken Steel right and I can not give you any info about it. You mentioned that Xfo has not so many bugs in a previous post and that is absolutely correct. Well there are some problems of course. I don't use necessities mod about the food and water thing. It was a perfect add to the game but practicaly it is very difficult. (finding a bed, need lots of food ect.). For me, sneak rebalance is the only problem. I am using your mod but I must say that sneak is almost impossible in an open field / westland. In the buildings I have some moments but I can not make an ambush to another party in westland if I don't use a sniper rifle from hundreds meters away. However I hate the sneak as in Fallout vanillia so it is a kind of ''I can not live, I can not die'' thing for me. These are not new comments I guess and if you read the older posts you can see that almost everyone said something about them. I can ask you to improve these little parts of your mod if you have time but it would be a little bit selfish request wouldn't it? :embarrass:

Well since you said that if you make anything, you will do it from the beginning and that means a couple of months waiting for us. I am looking forward to see your next masterpiece. :hehe:
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Wanda Maximoff
 
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Post » Sun Oct 25, 2009 4:32 pm

From what I understand from my users, XFO isn't too buggy at the moment. It's also extremely modularized, so you can leave out the buggier components if you're worried, which are the Necessities mod and maybe the Extra Levels mod. Other than that, just don't combine the rarity files with FOOK or any enemy rebalances with MMM. It's not really worth waiting for XFO 1.0, since it could be a couple months or so, and I'll do my best to make it backwards-compatible (in a sense).


this sounds good. i will do a fresh install without the patch 1.5 and with the unofficial patch and try your mod. thanks for the answer
i will surely not use fook. only martigens mod and some cosmetic stuff (ui, map, etc.) so maybe i wont run into bigger bugs ^^
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Mandy Muir
 
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Post » Sun Oct 25, 2009 5:16 pm

BWARG! My readme isn't loading on home.comcast.net -- anyone else have advice for where I should host it?
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Josh Sabatini
 
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Post » Sun Oct 25, 2009 7:06 pm

Just wanted to say I love this mod and don't play Fallout 3 without it. This and FOOK are by far the two best mods for this game.
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Steven Nicholson
 
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Post » Sun Oct 25, 2009 3:19 pm

Xod have you considered taking on a helper(s). Since XFO doesn't change any graphics and seems mostly just coding it would be easy to assign a modder some specific tasks. You have a big enough fanbase that I'm sure you could easily get some volunteers. And if you do run into some "creative differences" the modularity of XFO can allow for that. At the very least there are some folk who would be more than happy to just do compatability upkeep. If you'd rather keep it "in house" for what ever reason thats fine too, I don't think you really owe anyone a expalanation either. It was just a suggestion. And if I've broken any kind of rule or offended you with this suggestion then let me know and I throw myself to the mirelurks.


No, it's potentially an excellent suggestion. I just would feel bad handing off the "grunt work" to someone else. But hey, if anyone *really* wants to fill out 200 messageboxes and put together a barebones script for them, let me know ;)
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Toby Green
 
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Post » Sun Oct 25, 2009 7:29 am

i got one question: affect all versions of "Weapon Skills and Damage" me and the enemies? because i was using XFO_Weapskill_dmg_and_accuracy_mild.esp and the game seems waay to easy for me. but i love the acuraccy-increase of this mod. if it does only affect the pc, how can i change this in geck?
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Jade MacSpade
 
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Post » Sun Oct 25, 2009 5:27 am

There seems to be a thirst bug - I'm permanently parched no matter how much i drink from wherever (including fountains, purified water, standing bodies of water, toilet water, tap water etc.) thus incurring a massive penalty to Perception. Any idea how to fix that?
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Sabrina Steige
 
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Post » Sun Oct 25, 2009 10:49 am

i got one question: affect all versions of "Weapon Skills and Damage" me and the enemies? because i was using XFO_Weapskill_dmg_and_accuracy_mild.esp and the game seems waay to easy for me. but i love the acuraccy-increase of this mod. if it does only affect the pc, how can i change this in geck?


It does affect you and the enemies. About 9 times out of 10, I hear that my weapskill mods make the game much harder, and then about 1 of 10 times, I hear that it makes the game much easier. Mild is, well, mild, damage-wise. But all of them increase the base damage of the games' weapons -- all of them, for everyone. In the ones that affect damage, low skills in weapons will cause significantly lower damage than high skills (same goes for accuracy), so it may just be that your enemies have lower skills than you at whatever point in the game you're in. There are two parts to increasing damage across-the-board; the first, increasing your damage, makes the game easier, since many foes will now die in one or two hits when they took 5-10 in Vanilla; but the second, increasing their damage, should mean that you have to be much more careful and really avoid getting outnumbered or in a vulnerable position, as you should also die much faster. I think you should either raise the in-game difficulty in the Options menu, or try the Med esp.

There seems to be a thirst bug - I'm permanently parched no matter how much i drink from wherever (including fountains, purified water, standing bodies of water, toilet water, tap water etc.) thus incurring a massive penalty to Perception. Any idea how to fix that?

I *swore* I fixed this in 0.84, with like 20 different checks in the script to make sure. I'll look into a console fix, but the next version of XFO will be rewritten from scratch, so the problem should disappear :/
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sarah simon-rogaume
 
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Post » Sun Oct 25, 2009 4:48 pm

There seems to be a thirst bug - I'm permanently parched no matter how much i drink from wherever (including fountains, purified water, standing bodies of water, toilet water, tap water etc.) thus incurring a massive penalty to Perception. Any idea how to fix that?

I believe he stated somewhere, that you have to continually tap it to drink, which means you can not just hold it.
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Spaceman
 
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Post » Sun Oct 25, 2009 8:17 am

I believe he stated somewhere, that you have to continually tap it to drink, which means you can not just hold it.


That's true, but in 0.84, it should have been fixed so that thirst did not accrue indefinitely, but only up to like 24 hours ish IIRC -- so it should only take about 6-8 drinks to satiate anyone. I double, triple, quadruple checked. It appears that bugs are harder to squash than I'd like to admit :/

1.0 will have in-game troubleshooting...
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Dorian Cozens
 
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Post » Sun Oct 25, 2009 11:52 am

does the pacing mod in this work fine with broken steel once you start leveling at 20 and above? Does it still keep the slower leveling pace and there a no bugs, freezes or crashes? Just wondering because some people are having trouble with other slower leveling mods
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мistrєss
 
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Post » Sun Oct 25, 2009 12:25 pm

Well, I know some people were wondering about the stealth etc and how easily things could see you sneaking now. I have just reached level 16. I have 120 sneak(through the mod allowing above 100 skill) Wearing just a robes + hockey mask and using a combat knife so my weight is in the 70-80's out of 260 or so. No lights, no music etc. Sneaking the whole time. I have the ninja perks so 50% camo field now. Even lowly bandits still see right through me as far as 100+ meters easily. Day or night of course as that does not effect mobs ability to see hidden enemies. Wow, not sure what to say but the sneak/stealth lines are totally broken atm as far as melee characters hehe. I can do plenty of damage....but as before small arms/energy weapons are HIGHLY favored bah :P

With 100+ sneak, unencumbered, unarmored and full stealth/ninja perks I should be able to do Something other than avoid EVERY single fight in the wastelands lol. I would have to turn MMM off to have any chance of actually having a fun fight, as it is it's just crawl to within 100-15 meters at best usually...get seen by ALL of them simultaneously and then get absolutely gang banged as I have no DR to speak of lol. Realistic? ohh yes..no melee guy can take 6+ thugs at the same time lol. But in a game like fallout I should some option other than avoide ALL encounters hehe. Heck, I almost can't avoid them half the time. There are so many bandit camps around they can see me sneaking in-between camps lol. I hate to say it as Xod's has been my favorite from the get go. But I might just have to switch to another mod so I can play my beloved sneaker!


I've also found that the "as the night" perk has no effect except making you look like your invisible. With five levels of this perk, 100 sneak, no armor, no weapon and encumbrance under 50% I was seen easily, while wearing a the stealth suit (a heavy suit with 5% stealth as opposed to 50% the perk gives) gave me the ability to walk up on foes without a problem (though they did hear me when I got too close, as they should). I changed the perk so it will give an effect equal to the stealthboy's (at the needed magnitude) and now I'm chopping down foes stealth style.
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Elisabete Gaspar
 
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Post » Sun Oct 25, 2009 7:50 pm

New user here, just started using XFO not too long ago.

Using the basic standalone, combined with MMO and FOOK. However, I've got a slight issue.

I wanted to use the player.addperk and player.removeperk to switch my perk paths (decided at level 8 that I don't like Gunslinger, and would rather go with the Int path instead), however I cannot for the life of me figure out what values to enter for the perks! Can anyone help me with a handy walkthrough (or even a list!) of how to figure out what the values would be?
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Julie Ann
 
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Post » Sun Oct 25, 2009 7:00 pm

New user here, just started using XFO not too long ago.

Using the basic standalone, combined with MMO and FOOK. However, I've got a slight issue.

I wanted to use the player.addperk and player.removeperk to switch my perk paths (decided at level 8 that I don't like Gunslinger, and would rather go with the Int path instead), however I cannot for the life of me figure out what values to enter for the perks! Can anyone help me with a handy walkthrough (or even a list!) of how to figure out what the values would be?


The next version will make this a lot easier, but here's the current rundown. It'll sound complicated, but it's not that bad. Using FOMM, first note the "Mod index" for "XFO_full_preconfig_standalone.esp" -- just write it down somewhere or remember it, it'll be a hex (0-F) digit from 1-255 (1-FF). Then go to the button on the right that says "plugin editor" and it'll open TESSnip. File -> Open -> XFO_full_preconfig_STANDALONE.esp. Then + to open the tree under the esp. Scroll down to the group labeled "GRUP (PERK)" and hit it's + to open up that tree. You'll see a list of perks, but it's a little tricky -- first, if you're looking for Gunslinger, don't go to Gunslinger, since that's the Vanilla name, and my "Gunslinger" just overwrites FO3's original perk with an unselectable version, then I add my own called Gunslinger2. Here's how you can tell what's mine and what's Fallout's: *overwrites* are labeled 00###### under the FormID heading (in the right frame); mine are labeled 01######. Now the ###### part is the code for the perk, but I'm sure you've noticed that perks have eight #s, not six. Well the first two are that "mod order" number from before. It says "01" in TESSnip because it's the only mod loaded in Snip so it's number one. Number zero (00######) is Fallout. But once the game loads up the mod it won't be 01 anymore (unless it happens to be your first loaded mod, of course). The result is that you need to use player.addperk XX######, where XX is the load position of the mod, and (01)###### is the FormID of the perk in question.

Now, to remove a perk with several levels, just repeat removeperk that number of times. Same for adding a perk.

Hope that helps :)
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Sammygirl500
 
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Post » Sun Oct 25, 2009 7:52 pm

This is the post limit...

http://www.gamesas.com/bgsforums/index.php?showtopic=994266
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Claire Mclaughlin
 
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