Thanks for the highly anticipated update :thumbsup:
I have a few questions:
Why did you leave out the power armor revamp? It was a very nice addition.
I see some 'compatibility problem' mentioned in the readme, but with what? FOOK? Not everyone uses FOOK (me for instance )
Oh well, I will use it from the previous version, but I'm interested in the reasons nevertheless.
I think you might be interested in the concept of this mod: http://www.fallout3nexus.com/downloads/file.php?id=1208
It seems logical, and also fits in XFO's scope
If I used it, could it conflict with XFO in any way?
-edit- I still don't seem to be properly crippled. My left leg got crippled, and I could still run full speed.
Additionally no matter how crippled that leg is, it still got one hp left. I read that you are playing around with +/-1 hp, but would not it be better if you used the same method on the arms? Or that would not update speed?
-edit2- another note on cripple: I don't know if this is XFO specific but I crippled some npc in both legs, and he didn't use the 'crippled' run animation, rather the normal running animation, he just did it in very slow motion... seeemed quite weird.
Hey, thanks for the feedback, I love it! First off, the armor revamp -- I thought there were so many other armor revamps that I wouldn't keep it in. It certainly doesn't belong in the standalone anymore, for compatibility reasons, but the old one is just as good as ever I wouldn't have changed it anyway. Now that I know that others are using it, I'll put it back in
Crippling..... BAH! I do this *every* time. I put the old playstyles in the rar. Thanks for letting me know so quickly, though, you are the awesomeness. I'll stealthily replace the one in the rar when the Nexus comes back up tomorrow. Just re-download 0.84 later tomorrow.
As for the cripple animation, it depends on whether or not the NPC is a creature. Changes in creature "speedmult" (the "actor value" that determines one's speed) are represented as complete animation slowdowns. Some humanoids are creatures, too, like mutants and ghouls.
EDIT: what i mean is, does XFO's FOOK compatability patch integrate XFO's gameplay changes or rely on FOOK's? Coz it appears to me FOOK's make killing things alot easier (and conversely things killing u).
Needed to start a new character anyway so it all worked out well!
Obviously you have been reading my mind about what I wanted! (Admittedly I didn't find a giant cake when I woke up this morning, but you can't have everything can you?!)
The only things I would like to know is when do you think you will release a FOOK (CALIBR version) compatibility patch?
And finally, do you know if the FOOK CALIBR version is different enough to warrant me waiting. I can see it causing issues if I upgrade at a later date on current game.
As for starting a new character and/or waiting or whatever, I'd just go ahead and start the new game. I don't really know or understand the whole CALIBR thing or where Link is taking FOOK; I plan on watching carefully and reacting accordingly. But with things like ingame items and loot lists, all you really need to do is make your character wait for four-ish days and it'll all sort out across the game. And I try tediously to ensure that all of my updates work with saved games
Edit:
I try to get it released in the next 1-2 days but its rly A LOT im currently changing and adjusting based on all the feedback.
Honestly, I plan on making some really big changes in both MMM and FOOK compatibility soon, too. My side won't require new games or anything, but the current version is just to tide people over