Sorry all, I took about a week off
Kinda burned myself out a bit there, but I'm back now and I'll get right onto replies.
First off, before I go into replies: No one should be using my MMM patch of any kind anymore -- the correct patches are now available from the files on Mart's download page, under optional plugins: http://fallout3nexus.com/downloads/file.php?id=3211
Secondly, the current FOOK is very well-rebalanced, but not compatible with the FOOK files in XFO. This doesn't mean that it's fully incompatible with XFO, but you will have to load FOOK files AFTER XFO files, and don't use my patches. The result will be that damage will be a bit high, and loot (bullets) will not be nearly as rare. I'll get on a patch ASAP.
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?
http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#Plans It's an outdated list, but 3h is removing in-world stimpaks. Because I don't know of a quick way to do this, it will be a tedious process and therefore low on my priorities. On the other hand, these in-world stimpaks don't respawn, so if you're playing on a high (esp epic) pacing, they'll run out
I did already thin them out a bit in the high rarity mod, but only in areas where they were plentiful (like in the metro, there was one single cell with like 20 of them!)
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
Oh, so many times over I'm sorry for the nasty quirks of 0.81
Okay, first off, did you read the whole long uninstall section of the 0.82 changelog? Also, as for the addperk code, the first two numbers (in your case 01) need to be changed to the entry in FOMM under "mod index" for the perk-holding mod (Perk Paths or Standalone, depending on which you're using). So if you're using Perk Paths, and that mod is listed with a mod index of 0A, you'd have to change the above to 0A07ea34. Sorry about the mixup there.
Secondly -- which version of FOOK are you using? That's an unfortunate bug, and probably my fault due to lack of testing. I assume that you followed all of the advice under Compatibility in my readme...
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?
Good points, good testing, good feedback. It should no longer be a problem, though, as Mart is a much better monster-modder than I am, and he has rewritten compatibility plugins for XFO. Use those instead
I clearly outreached my comfortable knowledge area on that one, sorry.
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?!
Yeah, I do what I can to avoid this dilemma, but it's tough. What I wrote up top should help you out a bit, but I also don't think there'll be a problem with upgrading FOOK midgame. Just make sure that you dump all of your ammo before switching, go to a cell without ammo or weapons in it, load up the new version of FOOK, wait for a few days. Should be fine then. Of course, I'm never positive
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.
Not my mod
This comes from not properly linking to textures. Did you use archiveinvalidated invalidated and bInvalidateOlderFiles=1? If so, did you ensure that you put all the textures in the correct folders? If still so, did you install the UFP (Unofficial Patch) before or after FOOK/MMM? It needs to be installed BEFORE, or make sure that it doesn't overwrite any files from the other two. If it did overwrite, reinstall FOOK and MMM textures. I would also load SP mods ABOVE fook mods; they may try to link to the wrong data.
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
Extra levels: http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#Pacing Read the whole thing