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

Post » Sun Oct 25, 2009 12:22 pm

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

I think it might be the extra levels script, which was recently included in XFO.
You get extra levels for any 5000 xp you have attained, but retain your xp and current level.
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Sun Oct 25, 2009 2:24 pm

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^^

As for this part, you are aware that the first two digits correspond the mod's hex value, which in turn corresponds to the load order of the .esp's, right?
So if the perk mod you're trying to add perk is not 01, then it will tell you that it's an invalid value.
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Sun Oct 25, 2009 5:04 am

I reinstalled fallout 3 and put all the mods in again (all put in correctly), and I still get missing textures and exclamation points on npcs. When I uncheck all the mods, the problems go away. The only new mods I have (before installing them the textures worked) are MMM/FOOK/XFO. Like I said, latest XFO, 1.1b fook and MMM beta32. But I've deactivated each mod and it doesn't go away. Now, I haven't tried disabling all three at the same time, I'll try that later. But I've deactivated all the MMM mods, then all the FOOK mods. Maybe its one of the XFO mods I have that is causing it.

This is my new loadout, following the loadout guide (best I can anyway) that was posted

Fallout3.esm
FakePatch_v1.4.0.6.esm
RI_Core.esm
SP_Destruction_MASTER.esm
Selected Containers Respawn.esm
Mart's Mutant Mod.esm
FOOK.esm
Unofficial Fallout 3 Patch.esp
DarNifiedUIF3.esp
UPP - Pack 2.esp
UPP - Pack 1.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
UPP - Beverage Perks.esp
Wasteland Whisperer.esp
RobCo Certified.esp
Abandoned Car Fort Redone.esp
LightingOverhual-FULL-1.0.esp
LightingOverhaul-NightOnlyLessINTENSE.esp
GalaxyNewsRadio100[M].esp
MTC MoreGuardsInBigTown.esp
FreePlayAfterMQ_V05.esp
noautoaim.esp
No[EMPTY]ContainerMessages.esp
NoFastTravel.esp
Selected Containers Respawn.esp
Selected Containers Respawn - Emptied Trash Cans in Player Homes.esp
bigtownhouse.esp
FOOK.esp
FOOK - Balance Changes.esp
XFO_Playstyles.esp
XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_Perk_Flaws.esp
XFO_SPECIAL_DnD.esp
XFO_Immersion_Necessities.esp
XFO_Immersion_nomsgs_empty.esp
XFO_Immersion_nomsgs_sneak.esp
XFO_Stat_changes.esp
XFO_barter_fix_harder.esp
XFO_Timescale_slow.esp
XFO_Cripple_fixes.esp
XFO_Pacing_Epic.esp
XFO_Degradation_fixes.esp
XFO_Weapon_Jamming.esp
XFO_Pacing_Extra_Levels.esp
XFO_Karma_changes.esp
XFO_Radiation_changes.esp
XFO_Sneak_Rebalance_harder.esp
XFO_food_water_changes.esp
XFO_VATSdmg_75.esp
XFO_misc_tweaks.esp
Mart's Mutant Mod.esp
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 - Tougher Traders.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
Owned!.esp
RI_Base3.esp
RI_FOSE.esp
RI_LootTableRI.esp
RI_CrippledEffects.esp
RI_DoctorCost.esp
LocationalDamage.esp
ACE2.0b.esp
NPC Height Randomizer Less Variance.esp
Josef Greys Kozaburo Hair Style for Fallout 3.esp
FleshBurningPlasma.esp
MoreMapMarkers.esp
dD-Larger Blood.esp
SP_Destruction - Misc Items - Caps.esp
SP_Destruction - More Realistic Projectile Speeds.esp
SP_Destruction - Electronics MS.esp
SP_Destruction - Electronics A.esp
SP_Destruction - Version 3.esp
SP_Destruction - Version 4.esp
SP_Destruction - Furniture.esp
SP_Destruction - Deadlier Explosions.esp
SP_Destruction - Vehicles.esp
SP_Destruction - Misc Movable Static.esp
SP_Destruction - Containers M.esp
SP_Destruction - Containers A.esp
SP_Destruction - Electronics C.esp
SP_Destruction - Weapons and Ammo.esp
SP_Destruction - Doors.esp
SP_Destruction - Bathrooms.esp
SP_Destruction - Misc Items.esp
Scenic_Loading_Background.esp
Armored Robes.esp
assassin_robe.esp
COTCRobe.esp
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Sun Oct 25, 2009 10:59 am

I reinstalled fallout 3 and put all the mods in again (all put in correctly), and I still get missing textures and exclamation points on npcs. When I uncheck all the mods, the problems go away. The only new mods I have (before installing them the textures worked) are MMM/FOOK/XFO. Like I said, latest XFO, 1.1b fook and MMM beta32. But I've deactivated each mod and it doesn't go away. Now, I haven't tried disabling all three at the same time, I'll try that later. But I've deactivated all the MMM mods, then all the FOOK mods. Maybe its one of the XFO mods I have that is causing it.

This is my new loadout, following the loadout guide (best I can anyway) that was posted

Your load order looks good.

Exclamation points, invisible creatures, purple NPCs, and flashing/changing textures are all a function of meshes and textures, nothing to do with .esps. What they show is that, somewhere, you've missed a step in installing these mods.

Check that:

* You got the FULL versions, and not just an update (which may not include all the meshes/textures referenced by an .esp)
* You've extracted Meshes and Textures directories from a mod to your Data directory, overwriting if prompted
* You've installed the latest ArchiveInvalidation Invalidated!

That last one is important, there have been updates that have fixed rare issues where AII wasn't working, but it should now be foolproof. If you've already got AII, go get it and install it again. Use the Automatic version, too -- I had one chap with meshes/texture problems in the MMMF3 thread and -- after much to-ing and fro-ing -- turns out he used the Manual version and placed the AII in the Data dir himself -- but didn't make the .ini changes or delete the old archiveinvalidation.txt file, both of which are essential for AII to work. He installed the Automatic version, and voila everything worked. Bottom line -- just go Automatic, always.
User avatar
Queen Bitch
 
Posts: 3312
Joined: Fri Dec 15, 2006 2:43 pm

Post » Sun Oct 25, 2009 4:58 pm

Heya all,

How much dmg is the assault rifle meant to do? it seems to do even less dmg than a 10mm pistol...and after all the effort i expended @ springvale elementary to get one of those AR's - not to mention spending 200 caps repairing it - they turn out to be pretty crappy. Same with the hunting rifle which i also got from springvale, except i get pretty much 1 shot by the raider who i looted it off from (was about level 2 or so at the time i believe - went straight to straingvale elementary first thing) Basically i guess my question is whether there is something wrong with my game? Is Very Hard supposed to be like this?

Game is freshly installed, patched with v 1.1, then here is my load order:

Fallout3.esm
Mart's Mutant Mod.esm
XFO_full_Preconfig_STANDALONE.esp
XFO_Weapskill_accuracy_notdmg_mild.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - XFO (not FOOK).esp
FleshBurningPlasma.esp
DarNifiedUIF3.esp
Burnification.esp
dD-Larger Blood.esp

Total active plugins: 14
Total plugins: 14

EDIT:

BTW, the robo in the Superduper mart - is it supposed to die REALLY quickly to the surrounding raiders? It's incapable of killing even one of 'em before being shot down by accurate assault rifle fire - not to mention the grenade taking away half its health.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Sun Oct 25, 2009 4:17 pm

okay I fixed the texture/mesh problem. I had to manually put the fook main files into my data folder, because for some reason my 7zip program won't move all the folders itself, so I have to manually do it.
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Sun Oct 25, 2009 10:28 am

I ran into an odd bug; after loading up one of my characters, he had 3 ranks of Jack-of-All trades instead of Commando.

Also, for your zombie changes, things have to be revised. Explosions and fire should do extra damage (to get around your changes), and melee and unarmed probably should too. Critical attacks too, maybe. Also, they have a tendency to get clogged in narrow pathways (especially with zombie madness), but I'm not sure you can fix that. One other thing (that you can't change) is that auto aim has a tendency to go towards center-mass, especially in groups, making headshots sometimes difficult to get. Other than that it's great, with Marts extra zombies plugin in really adds to the atmosphere, and if you can fix the issues with your headshot system I think you should keep it in.
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Sun Oct 25, 2009 9:28 am

So I recently tried your mod (basically everything minus necessities, skillpoint/perk-mods, radiation) and here are my first impressions:

1. As I understand it, the rebalancing mod is still WIP, so maybe theres not much sense in saying that, but still:
I did the super-duper-mart on lvl 3 and encountered a couple of raiders in combat and metal-armor (and later recon-armor).
The condition of their armor was very poor, but still I would prefer that stuff not to be available that early in the game.

2. The first encounters with raiders and animals after leaving the vault seemed pretty easy. I went straight to Springvale Elementary and had no problems there. Same in super-duper-mart.
In fact I had a lot of one-shots with the hunting rifle (from some distance while sneaking). Then I activated the SPECIAL-overhaul, and all of a sudden, enemies seemed a lot tougher.
No more one-shot kills with the hunting rifle, more shots needed with the pistol, etc.
I installed the Unofficial Oblivion patch roughly at the same time, but I don't suppose it's got to do with that (e.g. because of archive invalidation invalidated thats coming with the patch)?
BTW, I'm using the "damage and accuracy"-mod

3. FO3 does certainly feel more challenging now. I still got a lot of ammo and stimpacks from the intro in the vault, but I'm really eager to find out how that is going to develop. I now switched to medium ammo rarity because I felt I was still finding to much ammo.
Anyway, I guess I'll have to stay away from supermutants for some time...
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Sun Oct 25, 2009 2:48 pm

So I'm still not quire, Vendayn, what you mean when you say load drug rarity after XFO. You're saying drug rarity was one of the last .esps you loaded, and you found many stimpacks out in the game world but barely any in containers etc.?

So when I checked for myself to see if I could fix it, I went to the AppData folder and plugins.txt in Fallout3, and guess what I found:

XFO_Playstyles.esp
XFO_Immersion_Necessities.esp
XFO_Stat_changes.esp
XFO_misc_tweaks.esp
XFO_Timescale_med.esp
XFO_Pacing_high_(slowest).esp
XFO_Weapskill_accuracy_notdmg_med.esp
XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_Perk_Flaws.esp
XFO_SPECIAL_DnD.esp
XFO_rarity_drugs_high.esp
XFO_rarity_ammo_med.esp
XFO_Sneak_Rebalance_mild.esp
XFO_barter_fix_harder.esp
XFO_VATSdmg_50.esp
XFO_Karma_changes.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Gore_fixes.esp
XFO_Power_Armor_Revamp.esp
XFO_Weapon_rebalance.esp
XFO_Weapon_Jamming.esp
XFO_food_water_changes.esp
XFO_Enemy_rebalance.esp
Fallout3.esm
ReneerInvisibleKarmaMod.esp
Repair Rethought.esp
GalaxyNewsRadio100[M].esp


Fallout3.esm is loaded after all my XFO mods. But why? When I open up FOMM, this .esm is at the top. But in the plugins.txt file, Fallout3.esm comes right after all my XFO mods. What the heck? This doesn't make any sense to me, because everything still works (things that I can verify, like necessities and perks). So can somebody help? Am I just making some really dumb mistake?
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Sun Oct 25, 2009 3:01 am

@murphy:

If I remember correctly, at least from Oblivion, .esm's are always loaded first, no matter the apparent load order.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Sun Oct 25, 2009 9:04 am

Any plans to release new versions of ammo rarity and weapon balance for FOOK in the near future?

They just updated, MMM to beta4 and FOOK to v1.2.

Also, what would the effect of using those two .esps (current versions) with the new MMM/FOOK? From what I gather from what you have said before, the weapon balance should work fine, but the ammo one would cause trouble due to the change to CALIBR ammo.
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Sun Oct 25, 2009 9:27 am

I think i'm getting a thirst bug. I can't seem to make my thirst go away (kept drinking from water puddles, sinks etc. 4-5 times but still i suffer from "extreme thirst". Hunger works properly though.

BTW just an added suggestion: i didn't even know my character suffered from "extreme thirst" until i checked the pipboy. Perhaps implement some kind of minor/audio visual cue to indicate thirst i.e. labored breathing, lower contrast etc. But nothing too annoying please - i tried playing for a couple of minutes with a crippled head and the intermittent sway/stun/beep made it seriously annoying.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Sun Oct 25, 2009 5:48 am

I have to agree that the glowing ones are too strong and hard to kill as they are right now =\ Checking XFO's Mutant Mod in FO3Edit, the feral ghouls and roamers have damage multipliers to their heads, but the glowing ones do not, in addition they have like 10k hp? That's equal to a Behemoth! O_O or rather, only 2k less. As they are now, Glowing Ones are.. barely killable alone, unkillable if you encounter more, as someone pointed out earlier, the radiation burst attack they release heals each other =\
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Sun Oct 25, 2009 7:57 am

I think i'm getting a thirst bug. I can't seem to make my thirst go away (kept drinking from water puddles, sinks etc. 4-5 times but still i suffer from "extreme thirst". Hunger works properly though.

BTW just an added suggestion: i didn't even know my character suffered from "extreme thirst" until i checked the pipboy. Perhaps implement some kind of minor/audio visual cue to indicate thirst i.e. labored breathing, lower contrast etc. But nothing too annoying please - i tried playing for a couple of minutes with a crippled head and the intermittent sway/stun/beep made it seriously annoying.


yeah I'm getting that bug too, I turned off thirst for now because nothing would make thirst go away.
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Sun Oct 25, 2009 5:31 pm

Sorry all, I took about a week off :P 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 :P

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 :P 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 ;)
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Sun Oct 25, 2009 11:01 am

@Solara

yep, it's a bug, that wasn't intentional :P

@mousiehamster

Stupid recompiling :rolleyes: Also a bug, and will be fixed soon.

@El Zoido

1. The Enemy Rebalance is getting a bit outdated. MMM does a good job of redoing this, and FOOK will alter their leveled lists to be correct (ie, more leveled).

2. The second way sounds right to me. The SPECIAL rebalance? Are you talking about mine, or another one? If it's another one, I have no idea what it did, but mine changes a LOT of things. :)

3. The "low" rarity versions are very mild. If you want to feel a real wasteland, try the highs! :evil:

@Vendayn

Oh, I'm glad you fixed it. "D'oh" on my big response, though :P

@mousie

Your load order looks fine, but both ARs and HRs should be *deadly* -- much deadlier than a 10mm! In my playtesting and in responses I've gotten, those are two of the most used and effective weapons. If it's taking forever to kill your enemies, it's quite likely the Very Hard setting, which is certainly not recommended with XFO and MMM, but if you do use it, it's your own funeral ;)
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Sun Oct 25, 2009 6:41 am

Well I currently have the latest MMM/FOOK (beta4/v1.2) and several of your XFO files (I don't use standalone). I also have the WeapSkill_Acc_notDam_Mild_FOOK.esp loaded last (as per your load order) and I haven't noticed anything bad with this version.

The only issue is that I am currently on Very Easy (just to get to where I was yesterday!) and the Super Mutants have tons more HP as do the Ghouls (but low head health). However I believe this to me new to the latest MMM.
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Sun Oct 25, 2009 2:28 pm

hiya Xodarap. :)

Like you might have noticed we did kinda a big change to balance, its now more in line with vanilla, made this also with your mod in mind.

You will also notice that i created "templates" for all ammo types and clip sizes, makes it now pretty easy to change the ammo rarity for all weapons in FOOK.

Did also other streamlining in our esp, especially to ID names, should make it easier for other modders to work with our mod.
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Sun Oct 25, 2009 2:31 am

Well I currently have the latest MMM/FOOK (beta4/v1.2) and several of your XFO files (I don't use standalone). I also have the WeapSkill_Acc_notDam_Mild_FOOK.esp loaded last (as per your load order) and I haven't noticed anything bad with this version.

The only issue is that I am currently on Very Easy (just to get to where I was yesterday!) and the Super Mutants have tons more HP as do the Ghouls (but low head health). However I believe this to me new to the latest MMM.

Of the optional plugins Xodarap linked in his earlier post if you're using Mart's Mutant Mod - XFO.esp or Mart's Mutant Mod - XFO + FOOK.esp these include Xodarap's enemy re-balance changes (these are basically his plugin just updated to latest MMMF3 and FOOK). This includes the changes to Supermutants and Ghouls. The only thing I've added to Xodarap's changes is to add the Gargantuan in to give him more health than the Behemoths which have much more health in XFO.
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Sun Oct 25, 2009 2:08 pm

Just a question from the "Extra Levels" link: The skill cap workaround linked to apparently doesn't work with patched versions of the game...do you know of another one or of a way to update this .xml sheet?

On a tangential note, putting such a low cap in such an expansive game (even with the necessary fan-made pacing mods!) was a horrible idea on Bethseda's part. Did they think people would play the MQ only, and completely ignore the actual wandering aspect? Then again, I started with MMM and XFO which makes wandering fun. ;)
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Sun Oct 25, 2009 5:29 pm

@mousie

Your load order looks fine, but both ARs and HRs should be *deadly* -- much deadlier than a 10mm! In my playtesting and in responses I've gotten, those are two of the most used and effective weapons. If it's taking forever to kill your enemies, it's quite likely the Very Hard setting, which is certainly not recommended with XFO and MMM, but if you do use it, it's your own funeral ;)


Doh! Yeah playing on very hard. I see that messes up some of the balance? O well took away the weapon_accuracy_only_mild plugin and it's kind of acceptable now. Still takes some doing to kill a raider. BTW what happened to weapon rebalance? Since some ppl don't use FOOK can you bring it back? I'm encountering all sorts of useless weapons and armors now i.e. raider armor, chinese pistol.

EDIT: btw meanwhile is there any way i can take away the thirst via console? it's killing my endurance and perception and i think that's stopping me from learning cool perks.
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Sun Oct 25, 2009 5:50 am

gday xoda

hope your well rested :snoring: , sleep is sometimes somewhat under rated.


load order in fomm should be as follows ???


fallout.esm
(other esm's*)
fook.esm
calibr.esm
mmm.esm
(other mods*)
fook' s . esp
.xfo' s.esp
(other mods*)
mmm' s.esp
mmm-xfo+fook.esp


*only if applicable


is this correctish??
my game is working ok, i was just was wonering if i may be missing out on some sort of change, due to incorrect fomm load order, if my order is close then all is apples mate :nod: .

thx again
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Sun Oct 25, 2009 2:06 pm

Just a heads up --

Xoadrap noted in his latest release notes to use the combining plugins for MMMF3 + XFO found in the MMMF3 optional plugins pack. This has now been updated to the latest versions for XFO and MMMF3. Grab them here:

http://www.fallout3nexus.com/downloads/file.php?id=3211

I've given the plugins version numbers in the descriptions (viewable in the GECK or FOMM). From now on regardless whether the plugins are bundled in XFO or MMMF3, you will be able to tell if you have the latest version.

Enjoy!
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Sun Oct 25, 2009 6:47 pm

@El Zoido

1. The Enemy Rebalance is getting a bit outdated. MMM does a good job of redoing this, and FOOK will alter their leveled lists to be correct (ie, more leveled).

2. The second way sounds right to me. The SPECIAL rebalance? Are you talking about mine, or another one? If it's another one, I have no idea what it did, but mine changes a LOT of things. :)

3. The "low" rarity versions are very mild. If you want to feel a real wasteland, try the highs! :evil:


Hey Xodarap!

So I'm turning off your rebalancing mod for now, I guess.
As of now I'm only using MMM, as FOOK had some changes I didn't like for my actual game.

Edit:
Without the enemy rebalancing mod, do I still need the XFO-MMM compatibility mod?

Yes, I was talking about your SPECIAL changes. Turning the mod on seemed to change the feel of the game completely. ;)

I already changed to the medium versions, but maybe I will try hard...

Also, I don't know if that changes with the necessities-mod (wich I'm not using), but right now, food is healing pretty much health.
The rarity of stimpacks means that you need an alternative source of healing, but combine the effects of food with the lowered hitpoints due to your rebalances and the sanitizer and you can heal about 1/6 of your health with some old pre-war steak. ;)
Maybe it would be better to tune it down slightly? (Not to much)
User avatar
Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Sun Oct 25, 2009 4:50 am

So I'm turning off your rebalancing mod for now, I guess.
As of now I'm only using MMM, as FOOK had some changes I didn't like for my actual game.

Edit:
Without the enemy rebalancing mod, do I still need the XFO-MMM compatibility mod?

Yes, I was talking about your SPECIAL changes. Turning the mod on seemed to change the feel of the game completely. ;)

I already changed to the medium versions, but maybe I will try hard...

It's your game, do whatever you see fit, but know that the S.P.E.C.I.A.L. rebalance is the cornerstone of the mod.
Without it you're not experiencind XFO feeling IMHO ;)
Personally I would advise to rather turn down the difficulty, but leave it in.
(sidenote: why do people insist on playing on only very hard anyway? :confused: )

Also, I don't know if that changes with the necessities-mod (wich I'm not using), but right now, food is healing pretty much health.
The rarity of stimpacks means that you need an alternative source of healing, but combine the effects of food with the lowered hitpoints due to your rebalances and the sanitizer and you can heal about 1/6 of your health with some old pre-war steak. ;)
Maybe it would be better to tune it down slightly? (Not to much)

This is so nicely explained in the faq :deal:
http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#WhyNec
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

PreviousNext

Return to Fallout 3