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

Post » Sun Oct 25, 2009 3:59 pm

Hey Xoda,

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.

Does the XFO for FOOK compatability file retain the FOOK dmg levels or do they overwrite them to XFO dmg levels?

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).
Good question, the answer is both. I try to keep my hand out of other people's work as much as possible, so I didn't change the weapon damages from FOOK, especially because they changed lots of other weapon values, like clip sizes, projectile speeds, etc. (and Fallout reads whole records at once, so if I change one value, it reverts everything else). They increased damage weapon-by-weapon as such; XFO increases damage by changing a couple different variables in the damage equation itself. As a result, if the two are combined without a compatibility patch, after they double weapon damage and I double weapon damage, weapons would do quadruple damage! So I just toned-down my weapon damage global formula changes, but not to half, either. There's definitely a different feel with both mods together, and even with the compatibility patch, they add up to higher damage than separate. I'll give the balance therein a much closer look in time, but I wanted to get this out as soon as I could.

Well, I'm gonna have to download this new version and FOOK tonight aren't I?!
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.
You didn't get the cake?! Do you have pets?

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:
the next patch will change a lot so you might want to wait with a new game.

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.
Oh :P What he said. :D

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 ;)
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Myles
 
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Post » Sun Oct 25, 2009 9:49 am

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.

No, it was a human NPC, actually the Vault 101 Overseer ;)
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ZANEY82
 
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Post » Sun Oct 25, 2009 3:14 am

I use FOOK alongside XFO. Now using your ammo high rarity FOOK mod I still see loads of ammo. Actually I don't see much of a difference. The mobs still have about 1 clip of ammo. Now it's pretty realistic seeing as they spray their bullets all over the place. But it's too easy to get caps. I made sure all cells had reset by resting for four days, so I'm not sure the mod is working as intended.

EDIT: For now I'll just use Barter-Hard, should balance things out :P
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He got the
 
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Post » Sun Oct 25, 2009 2:27 pm

I use FOOK alongside XFO. Now using your ammo high rarity FOOK mod I still see loads of ammo. Actually I don't see much of a difference. The mobs still have about 1 clip of ammo. Now it's pretty realistic seeing as they spray their bullets all over the place. But it's too easy to get caps. I made sure all cells had reset by resting for four days, so I'm not sure the mod is working as intended.

EDIT: For now I'll just use Barter-Hard, should balance things out :P


I assume that my rarity mod is loading last, right? One clip is the minimum that'll spawn on people (or 25% of the time, nothing at all will), since they were clearly using it in their gun. So yeah, you get a clip :P You're right, though, that this will make you rich quick, which is unbalanced. Next version, I'll probably reduce clip sizes in loot lists (won't change the clip size in the guns, don't worry ;)).
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Dean Ashcroft
 
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Post » Sun Oct 25, 2009 3:24 am

Sorry all, playstyles was broken (in and out of the standalone) in the uploaded version. I just re-uploaded v084b, so if you downloaded it before, please do so again :)
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Jeremy Kenney
 
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Post » Sun Oct 25, 2009 4:55 am

Hello Xodarap.
Could u explain a little how Perception in ur mod affects shooting?
And would it be possible to straighten the effect of perception on shooting or spread?
Playing now with MMM+ FOOK + XFO with just 4 PER gives me pretty good chance to hit someone from Ol'Painles that is 1km away without using VATS.
I'd just like to see PER affecting chances to hit (and range or spread without using VATS) like old time F1 / F2. With low PER u had to have 170 - 190 skill in small guns to deficiently snipe on long distances.

Something like "XFO_Pereption_range_mild or XFO_Perception_spread_extreme.esp" would be really nice :)
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Brooke Turner
 
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Post » Sun Oct 25, 2009 12:16 pm

Could you please go over in depth exactly how you've overhauled SPECIAL? It's just that Graywolfe if doing something similar to it, and I want to compare the two. I don't mean to hurt your feelings (wouldn't want to do that!), but his mod does strictly that, while yours is more encompassing and focused on more things. Also, you mentioned something about removing your overhaul to Power Armor? Or am I just seeing things?
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Bad News Rogers
 
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Post » Sun Oct 25, 2009 10:20 am

Hello Xodarap.
Could u explain a little how Perception in ur mod affects shooting?
And would it be possible to straighten the effect of perception on shooting or spread?
Playing now with MMM+ FOOK + XFO with just 4 PER gives me pretty good chance to hit someone from Ol'Painles that is 1km away without using VATS.
I'd just like to see PER affecting chances to hit (and range or spread without using VATS) like old time F1 / F2. With low PER u had to have 170 - 190 skill in small guns to deficiently snipe on long distances.

Something like "XFO_Pereption_range_mild or XFO_Perception_spread_extreme.esp" would be really nice :)


IIRC (not at my computer to open up the esp and check), in my mod, your aim is directly affected, both in and out of VATS, by PER: from -30% acc @ PER 1, to +30% acc @ PER 10. Range is not affected because of the coding of the game.
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Colton Idonthavealastna
 
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Post » Sun Oct 25, 2009 9:02 am

to be certain; the playstyles.esp is the only difference, correct?
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Agnieszka Bak
 
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Post » Sun Oct 25, 2009 9:54 am

Xoda,

I'd like to share my first impressions on the ghouls if I may.
I think you slowed down the normal ghouls a bit too much.
In their current form they only pose any threat, if they attack in very large packs (feral rampage), otherwise they are a joke.
I suggest speeding them up a bit, especially the roamers (why would the be named roamers otherwise, and that would create some diversity among them too ;) )
OTOH the glowing ones are way too imba in the other direction: they are exceptionally fast, to the point of being unrealistic, they have a [censored]load of hp, and they do heavy damage.
Glowings are almost bossfights, and having more than one of them is definately OP, without even having a chance to run away from them.
If they are that strong, in terms of hp and damage, they shouldn't be this fast IMHO.

-edit- What am I saying "almost bossfights" I have just been attacked by 4 glowings, each of them having 9000-11000 hp, this is obviously wrong, maybe the gargantuans should have this kind of hp, not some ghouls... the roamers accompanying them had 1000+ hp...

What I'd suggest:
feral ghouls: a bit slower than the player backwards speed and medium health (~300-500)
roamers: quite fast but weak (~200-300)
glowings: player speed and strong (but with a hugely lowered hp ~800-1200, currently insane IMHO)

-edit2- further testing, jumped to the monument, and had the luck to encounter a gargantuan there. it had 4000 hp, the SMs with it had around 200. there is definately something weird here.
IMHO SMs could be upped to 300-400
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aisha jamil
 
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Post » Sun Oct 25, 2009 6:11 am

IIRC (not at my computer to open up the esp and check), in my mod, your aim is directly affected, both in and out of VATS, by PER: from -30% acc @ PER 1, to +30% acc @ PER 10. Range is not affected because of the coding of the game.


Thnx for explanation. Would it be possible to make in future releases of you're mod to include another module that would change those values to "+60 acc at PER 10 and -60 at PER 1" and "90 at PER 10 and - 90 at PER 1" ?

BTW> The proposals to Ghoul changes that Szappy wrote seem good. I have same problems with them while playing with Inc. Spawns and F. rampage.
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Damian Parsons
 
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Post » Sun Oct 25, 2009 4:06 pm

Hello Xodarap,

What happened to the weapon rebalance plugin? In your readme the entire paragraph about weapon rebalance was struck out. R u still working on it?
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Victor Oropeza
 
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Post » Sun Oct 25, 2009 4:14 pm

I love this mod so far. I recommend it to anyone who likes clean, not bulky, flexible mods. I'm new and this is my first FO3 mod, so I may not know what' I'm saying. I did, however, play WoW and use mods there and right off the bat this mod is the best I've used. I'm going to use this post as a placeholder for editting in new questions/suggestions about the mod, as I find I have a new one almost daily. First suquestion:

3/5 - Is there a way in your mod, currently, to tweak the Mysterious Stranger to be more likely to show up when you have more enemy targets available in VATS and less likely to appear when you have fewer enemies? I think he shows up too infrequently and when he does show up, more than 60% of the time there's only one enemy left and it's at 50% or less hp, another 20% of the time his into sound plays but he never shows up cuz everyone's dead. I think the best implementation would give you no advantage for bringing up VATS multiple times and rather the best chance of having him show up is to simply have more enemies available to kill. For example, have a 1% or less chance to see him show up in 1 on 1 shootouts with a cap like 40%-60% for 4 or 5+ enemies. I really want this perk to be useful (I'm a lucky scientist, damnit! Like Moira! Dad's unlucky, I'm lucky; poor him).
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Oceavision
 
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Post » Sun Oct 25, 2009 8:07 am

Xoda,

I'd like to share my first impressions on the ghouls if I may.
I think you slowed down the normal ghouls a bit too much.
In their current form they only pose any threat, if they attack in very large packs (feral rampage), otherwise they are a joke.
I suggest speeding them up a bit, especially the roamers (why would the be named roamers otherwise, and that would create some diversity among them too ;) )
OTOH the glowing ones are way too imba in the other direction: they are exceptionally fast, to the point of being unrealistic, they have a [censored]load of hp, and they do heavy damage.
Glowings are almost bossfights, and having more than one of them is definately OP, without even having a chance to run away from them.
If they are that strong, in terms of hp and damage, they shouldn't be this fast IMHO.

-edit- What am I saying "almost bossfights" I have just been attacked by 4 glowings, each of them having 9000-11000 hp, this is obviously wrong, maybe the gargantuans should have this kind of hp, not some ghouls... the roamers accompanying them had 1000+ hp...

What I'd suggest:
feral ghouls: a bit slower than the player backwards speed and medium health (~300-500)
roamers: quite fast but weak (~200-300)
glowings: player speed and strong (but with a hugely lowered hp ~800-1200, currently insane IMHO)

-edit2- further testing, jumped to the monument, and had the luck to encounter a gargantuan there. it had 4000 hp, the SMs with it had around 200. there is definately something weird here.
IMHO SMs could be upped to 300-400


The glowing ones are NOT supposed to have that kind of HP -- that's most definitely a bug. Are you shooting them in the head?

Actually, it may be otherwise -- here's the thing. The way that I made ghouls "headshot only" is to give them tons of HP, like, say 10,000 HP, then multiply damage done to their head by 100 -- which means 100 dmg to the head kills it, but 10k damage anywhere else (meant to be basically impossible). I'll have to look at the glowing ones again to make sure I did this right, but they should drop with a couple shots to the head.
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Chris Duncan
 
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Post » Sun Oct 25, 2009 1:41 am

Could you please go over in depth exactly how you've overhauled SPECIAL? It's just that Graywolfe if doing something similar to it, and I want to compare the two. I don't mean to hurt your feelings (wouldn't want to do that!), but his mod does strictly that, while yours is more encompassing and focused on more things. Also, you mentioned something about removing your overhaul to Power Armor? Or am I just seeing things?


the basic gist is here: http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#Misc

But I'll post the specifics later :)
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DAVId Bryant
 
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Post » Sun Oct 25, 2009 3:08 pm

Have I already mentioned that thing about there being WAY too many stimpacks in the in-game world? Not in containers; honestly, I've only found one stimpack ever in the five hours I've been playing on your rarity mod. Good job with that! But I find stimpacks on tables and shelves (put there by Bethesda, not chance apparently), all the time. I have 14 right now, and of course, 13 of those are from the ones put there by Bethesda. So what do you think about removing those?
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herrade
 
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Post » Sun Oct 25, 2009 8:22 am

Firstly, the XFO mod is integral to making FO3 playable for me, as the standard game just feels a little wacky unbalanced for my tastes. Each release is better, kudos ^^

I had a problem, and couldn't get figure it out myself, so I thought I'd check here for help.

1. When updating from 0.81 to 0.84, all my XFO-specific perks disappeared. This would be fine, but when I type "player.AddPerk 0107ea34", for example, it tells me its an invalid value. It won't let me add any perks. I had 5 Jack's and Wasteland Wisdom, and was about to hit level 16^^

2. When using FOOK alongside this release, the game freezes and locks up when I select a perk during level-up.

So... both my problems are perk related. Any suggestions, team?

Thanks in advance and...uh... nice to meet you all ^^;;

-futancy
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Je suis
 
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Post » Sun Oct 25, 2009 4:17 pm

The glowing ones are NOT supposed to have that kind of HP -- that's most definitely a bug. Are you shooting them in the head?

Actually, it may be otherwise -- here's the thing. The way that I made ghouls "headshot only" is to give them tons of HP, like, say 10,000 HP, then multiply damage done to their head by 100 -- which means 100 dmg to the head kills it, but 10k damage anywhere else (meant to be basically impossible). I'll have to look at the glowing ones again to make sure I did this right, but they should drop with a couple shots to the head.

Okay, I did some further testing according to this.
Travelled to Warrington Trainyard, easy to encounter some ghouls.

The ferals did drop from a few headshots allright, but the glowings not. They had these insane hp values, and I headshotted them like 100 times, but their hp did not drop drastically. Not to mention that they healed each other with their radiation.
And I still think the glowings are way too fast, and the rest is too slow...

While the headshot idea is somewhat interesting, I don't think it's viable in its current form because of two major factor I can think of:
- followers do not know that these things should be headshotted, and waste a lot of ammo on them, so the player is the only one to really dispose of them
- melee cannot target bodyparts, so any melee oriented character will be in trouble when fighting them

What I'd suggest is doing it the other way around.
Change the hp values to around what I suggested in the previous post, and lower the damage multipliers to low values for them. That way at least the glowings could be easily crippled (few hp in their legs) but not really harmed by shooting in the leg...

BTW did you have a look at the locational damage mod I linked in my prev post? Opinion?
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Enny Labinjo
 
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Post » Sun Oct 25, 2009 3:27 pm

Any idea when a new compatibilty patch for FOOK with be out?

I'm guessing there could be quite a few errors if I used the latest FOOK with XFO and compatibility patches because your compatibility patches are for an earlier version.

I would use the earlier version of FOOK, however if I upgrade mid-game, I can imagine there would be problems due to the implmentation of CALIBR with FOOK.

Arrrrgh! The eternal question with mods, should I wait or should I play and hope the next version will upgrade correctly?!
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Laura Cartwright
 
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Post » Sun Oct 25, 2009 7:26 am

Have I already mentioned that thing about there being WAY too many stimpacks in the in-game world? Not in containers; honestly, I've only found one stimpack ever in the five hours I've been playing on your rarity mod. Good job with that! But I find stimpacks on tables and shelves (put there by Bethesda, not chance apparently), all the time. I have 14 right now, and of course, 13 of those are from the ones put there by Bethesda. So what do you think about removing those?


I had this problem in the vault you start in. Make sure to put your rarity drugs on the bottom below XFO. Not sure what mods you are using, but I'm also using MMM and fook and the rarity meds go below those. I use the rarity (high) and only find one or two, maybe three medicines at a time doing that.
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chinadoll
 
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Post » Sun Oct 25, 2009 2:06 am

my game is bugged, I see a big exclamation marks over some NPCs (like in megaton there are a few NPCs with a bright red box around them and a exclamation mark in the middle, some of the settlers...but not all the settlers or npcs have it)

Also if a NPC (monster or human) dies, like it catches on fire then the texture disappears and its bright purple.

The only thing different is MMM and fook and the XFO patches. I'm using FOOK 1.1b and MMM 32b (the only one I could download). All the others haven't changed. I made sure to copy all the texture/mesh and other stuff into my data folder, and I even did it again and no difference. I also turned off MMM and FOOK, then turned both off and my textures are still messed up. Also turned

Here is my load out, maybe its messed up or something

Fallout3.esm
Unofficial Fallout 3 Patch.esp
FOOK.esm (I switched fook.esm and MMM.esm around on the list, going right below the other .esms to the top, and no difference)
Mart's Mutant Mod.esm
RI_Core.esm
SP_Destruction_MASTER.esm
Selected Containers Respawn.esm
Armored Robes.esp
assassin_robe.esp
COTCRobe.esp
Selected Containers Respawn - Emptied Trash Cans in Player Homes.esp
Selected Containers Respawn.esp
bigtownhouse.esp
Abandoned Car Fort Redone.esp
FOOK.esp (turned these two off, no difference)
FOOK - Balance Changes.esp
XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp
XFO_Enemy_rebalance.esp
XFO_Weapon_Jamming.esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_Degradation_fixes.esp
XFO_Immersion_nomsgs_sneak.esp
XFO_Perk_Flaws.esp
XFO_Stat_changes.esp
XFO_Cripple_fixes.esp
XFO_Radiation_changes.esp
XFO_misc_tweaks.esp
XFO_Sneak_Rebalance_harder.esp
XFO_food_water_changes.esp
XFO_Pacing_Epic.esp
XFO_Immersion_nomsgs_empty.esp
XFO_Pacing_Extra_Levels.esp
XFO_SPECIAL_DnD.esp
XFO_Power_Armor_Revamp.esp
XFO_Immersion_Necessities.esp
XFO_barter_fix_harder.esp
XFO_Timescale_slow.esp
XFO_VATSdmg_75.esp
XFO_Playstyles.esp
XFO_Karma_changes.esp
Mart's Mutant Mod.esp (turned all of these off, no difference)
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - FOOK.esp
XFO_rarity_ammo_high_FOOK.esp
XFO_rarity_drugs_high.esp
XFO_Weapskill_dmg_and_accuracy_med_FOOK.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Quest Perks.esp
UPP - Experience Perks.esp
UPP - Beverage Perks.esp
Wasteland Whisperer.esp
RobCo Certified.esp
RI_Base3.esp
RI_CrippledEffects.esp
RI_DoctorCost.esp
NoFastTravel.esp
ACE2.0b.esp
LocationalDamage.esp
DarNifiedUIF3.esp
GalaxyNewsRadio100[M].esp
SP_Destruction - Version 4.esp
SP_Destruction - Electronics A.esp
SP_Destruction - Electronics MS.esp
SP_Destruction - More Realistic Projectile Speeds.esp
SP_Destruction - Misc Items - Caps.esp
SP_Destruction - Furniture.esp
SP_Destruction - Electronics C.esp
SP_Destruction - Deadlier Explosions.esp
SP_Destruction - Version 3.esp
SP_Destruction - Weapons and Ammo.esp
SP_Destruction - Misc Items.esp
SP_Destruction - Doors.esp
SP_Destruction - Bathrooms.esp
SP_Destruction - Vehicles.esp
SP_Destruction - Misc Movable Static.esp
SP_Destruction - Containers M.esp
SP_Destruction - Containers A.esp
MoreMapMarkers.esp
ReneerInvisibleKarmaMod.esp
LightingOverhual-FULL-1.0.esp
LightingOverhaul-NightOnlyLessINTENSE.esp
FleshBurningPlasma.esp (turned this off, no difference)
dD-Larger Blood.esp
Scenic_Loading_Background.esp
MTC MoreGuardsInBigTown.esp
FreePlayAfterMQ_V05.esp
NPC Height Randomizer Less Variance.esp (turned this off, no difference)
Josef Greys Kozaburo Hair Style for Fallout 3.esp (turned this off, no difference)
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Dewayne Quattlebaum
 
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Post » Sun Oct 25, 2009 5:43 pm

I also tried deactivating and activating my ArchiveInvalidation mod and that didn't make any difference either.

(edit)

I tried waiting a little over 5 days in game and still got that bug :(
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DarkGypsy
 
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Post » Sun Oct 25, 2009 2:08 pm

I also tried deactivating and activating my ArchiveInvalidation mod and that didn't make any difference either.



1: .esms always go first.
2: read this thread http://www.gamesas.com/bgsforums/index.php?showtopic=944373&hl=load+order
3: get http://www.fallout3nexus.com/downloads/file.php?id=944
4: The exclamations marks/purple objects are missing meshes/textures, make sure you have installed your mods properly and everything is in the correct folders, if 3 above hasn't worked :)
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Rude Gurl
 
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Post » Sun Oct 25, 2009 9:38 am

My esms are first, except for the unofficial patch is right below fallout.esm since the load order guide says to load it before the other .esm files.

And yeah, first thing I did before getting any mods is get archive invalidation

Also, I went through all my mod downloads that I use and copied texture/meshes over but no go :(

I'm just going to delete all the mod files and then put the mods back in
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Hilm Music
 
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Post » Sun Oct 25, 2009 2:05 pm

Firstly, the XFO mod is integral to making FO3 playable for me, as the standard game just feels a little wacky unbalanced for my tastes. Each release is better, kudos ^^

I had a problem, and couldn't get figure it out myself, so I thought I'd check here for help.

1. When updating from 0.81 to 0.84, all my XFO-specific perks disappeared. This would be fine, but when I type "player.AddPerk 0107ea34", for example, it tells me its an invalid value. It won't let me add any perks. I had 5 Jack's and Wasteland Wisdom, and was about to hit level 16^^

2. When using FOOK alongside this release, the game freezes and locks up when I select a perk during level-up.

So... both my problems are perk related. Any suggestions, team?

Thanks in advance and...uh... nice to meet you all ^^;;

-futancy


Sorry, on top of not being able to add perks/game freeze with perks if I run FOOK... Now, every 10 seconds or so I level up from 15-to-16, do the level-up screen, stay at level 15, and then level up again. Does anyone know what the source of these problems might be?

If anyone has any suggestion at all, it'd be grea
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BRIANNA
 
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