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

Post » Sun Oct 25, 2009 3:27 pm

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: )


This is so nicely explained in the faq :deal:
http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#WhyNec


Oh, I wasn't complaining about difficulty, merely amazed :-D

As for the necessities/food issue, reading indeed does help sometimes :embarrass:
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Emmi Coolahan
 
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Post » Sun Oct 25, 2009 6:52 pm

Which version do I download on 'nexus? I am assuming the latest one, but the fact that it is 40% less size than the others threw me off.
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Horror- Puppe
 
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Post » Sun Oct 25, 2009 8:19 am

good on ya having some time off xoda

obviously with the new mods being integrated balance is a bit wacky again

personally i would love the following in terms of ammo balance - very little ammo found for any weapons, with integration of the calibr CRAFT workbench schematics. that way any gunpowder ammo could be translated into what you need. i love this as a mental challenge - will i need sniper ammo or assault rifle ammo? i think this is especially needed with the hundreds of weapons and ammo types

just thought id throw that in the mix

also, im still liking the look of the damage calc changes in 'physics based penetration', which would add a whole nother level of ammo choice complexity
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Jessie Rae Brouillette
 
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Post » Sun Oct 25, 2009 6:43 pm

For those using MMMF3 + XFO a new MMMF3 Beta 4.1 bugfix has been uploaded and, additionally, the Optional Plugins archive has been updated too:

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

This includes new versions of th XFO and XFO + FOOK plugins. If you're using these, please update.
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Oyuki Manson Lavey
 
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Post » Sun Oct 25, 2009 9:56 am

See next post. Sorry, don't know how to delete.
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Javier Borjas
 
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Post » Sun Oct 25, 2009 4:51 pm

Oh, so many times over I'm sorry for the nasty quirks of 0.81 sad.gif 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...


Hey! I got the level thing worked out, and fixed all my perks! Thanks for your help.

I'm running FOOK 1_1c, and it's still freezing whenever I try to level up. I followed the compatibility mod the best I could... Maybe I've made a mistake?

My load order is:

[X] Fallout3.esm
[X] Anchorage.esm
[X] Mart's Mutant Mod.esm
[X] FOOK.esm
[X] FOOK.esp
[X] XFO_full_Preconfig_STANDALONE.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - XFO + FOOK.esp
[X] XFO_rarity_ammo_med_FOOK.esp
[X] XFO_Weapskill_accuracy_notdmg_med_FOOK.esp
[X] TimeScaleTo3.esp
[X] QZ Traits.esp
[X] UPP - Pack 1.esp
[X] UPP - Original Perks.esp
[X] UPP - Beverage Perks.esp
[X] UPP - Quest Perks.esp
[X] UPP - Pack 2.esp
[X] UPP - Experience Perks.esp
[X] RivetCityPlayerHome.esp

Any suggestions at all, or should I just try to run amok with other things?

One last question... Since I've changed over, I have

EXTREME THIRST
EXTREME THIRST

EXTREME HUNGER
EXTREME HUNGER

and eating/drinking only cures one of each. The other ailment doesn't seem to be moveable. How do I remove this additional ailment set?

Thanks a lot!

-Futancy

P.S. A suggestion, perhaps? If/when you update your mod for compatibility with anchorage, could you maybe make the player immune to the effects of energy, hunger and thirst for the duration of the simulation? My stats were all sitting well-bellow five, making anchorage rather difficult :)

Thanks again!
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Jonathan Braz
 
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Post » Sun Oct 25, 2009 4:04 pm

Okay, I love everything this mod does. All of it! Yay!

But I would like my ghouls back to normal, please. I'm using MMM and FOOK as well, and love EVERY OTHER THING (Yay!). Keeping everything else, how do I disable the changes to ghouls?


EDIT: I read your notes and fixed it by using the FOOK only compatibility patch. Thanks!
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Chris Ellis
 
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Post » Sun Oct 25, 2009 9:08 am

Xoda, there's a mod that uses FOSE to allegedly fix the vanilla gunslinger, commando and wired reflexes perks. Perhaps you could see if that could help you fix the perks affecting VATS in your perk modules? :D Link to the mod is http://www.fallout3nexus.com/downloads/file.php?id=4805
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Carolyne Bolt
 
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Post » Sun Oct 25, 2009 5:56 am

Great mod :) . Right now I am using the standalonepreconifg.esp (or whatever) and love all the features in it, but I would like to not have the 'survival' plug-ins, which are the ones that make you thirsty/hungry/sleepy (I don't know the exact names). What combination of esp's would I have to install to get the same effect as the preconfig.esp but without the 'survival' mods?
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Stu Clarke
 
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Post » Sun Oct 25, 2009 8:02 am

New version of the MMMF3 Optional Files is up:

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

Changelog:
  • Removed Ghoul changes from XFO and XFO + FOOK plugins
  • Removed FWE + FOOK plugin by request
  • Updated FWE plugin to FWE 3.2a

Note: The removal of the Ghoul changes are not, of course, in line with Xodarap's vision -- I've removed these based on feedback seen in this thread, and until such a time that Xodarap can add/improve his changes for these in the next release.
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Jimmie Allen
 
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Post » Sun Oct 25, 2009 8:41 am

i like the ghoul changes myself, maybe could be toned down a bit because even if they dont feel pain they can still die from crippling chest damage

just needs a work-around for explosive/melee/unarmed character. i think melee and unarmed isnt too bad as you can aim without VATS. explosives though ... i wonder if as a crappy fix you could make explosions at head height (or someone could make jumping jack mines!)

but then you would lose all the leg crippling goodness with other enemies

hmmm

would it be possible to script ghouls to take way more body damage from explosives, but otherwise leave it the same
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Cayal
 
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Post » Sun Oct 25, 2009 9:26 am

i like the ghoul changes myself, maybe could be toned down a bit because even if they dont feel pain they can still die from crippling chest damage

just needs a work-around for explosive/melee/unarmed character. i think melee and unarmed isnt too bad as you can aim without VATS. explosives though ... i wonder if as a crappy fix you could make explosions at head height (or someone could make jumping jack mines!)

but then you would lose all the leg crippling goodness with other enemies

hmmm

would it be possible to script ghouls to take way more body damage from explosives, but otherwise leave it the same


Yeah, it would work really well if explosions and CQC would work effectively.
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Justin
 
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Post » Sun Oct 25, 2009 3:30 am

I keep looking at the luck perk path, and thinking "WHY ISN'T THIS DONE? :(". I've come up with a few ideas for the Favored perk, though. Like a really old nuka cola bottle falls out of the sky, and it is worth a couple small fortunes, and is a prototype for nuka-cola that while it isn't as tasty, it's very refreshing(lots of HP restoration, and a couple effects for good measure), or your foes are charging from a distance, then a bunch of armed mini-nukes land on them, or they hit a small landmine that causes them to have very high shot spread(some sort of drug), or you are looking through a container and suddenly you strike http://www.fallout3nexus.com/downloads/file.php?id=4166 Heck, if you are up against the enclave and they throw a deathclaw at you, the head thingy could just randomly pop off(they don't seem to be on very well) and the death claw goes crazy on them, then sees you and doesn't attack you, just walk up, then leave.

I hope these ideas help with the making it come sooner.
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Deon Knight
 
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Post » Sun Oct 25, 2009 9:07 am

Quick question, Xodarap: I chose a Perk Flaw that's turned out not to be fun. I can turn off that whole system (and the flaw) by just disabling the Perk Flaws.esp, right? Thanks!
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Marcin Tomkow
 
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Post » Sun Oct 25, 2009 2:52 am

New order I'm loading mods in.

Mart's is the newest (1 Beta 4), XFO is 0.84 + Fook is 1.1c (the one currently available at Planet Fallout).

Load Order:

[X] Fallout3.esm
[X] Anchorage.esm
[X] Mart's Mutant Mod.esm
[X] FOOK.esm
[X] FOOK.esp
[X] XFO_full_Preconfig_STANDALONE.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] TimeScaleTo3.esp
[X] UPP - Original Perks.esp
[X] UPP - Pack 1.esp
[X] UPP - Beverage Perks.esp
[X] UPP - Quest Perks.esp
[X] UPP - Experience Perks.esp
[X] UPP - Pack 2.esp
[X] XFO_rarity_ammo_med_FOOK.esp
[X] XFO_Weapskill_accuracy_notdmg_med_FOOK.esp
[X] Mart's Mutant Mod - XFO + FOOK.esp

Whenever I level up, after I choose my perk the game freezes: it doesn't CTD, it just freezes and I need to CTRL+ALT+DEL to get out of it.

Please, any pointers or help would be wonderful... I really want to continue playing so I can get all the sidequests done in this area before Pitt comes out.

Thanks!

-Futancy
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Tina Tupou
 
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Post » Sun Oct 25, 2009 2:58 am

The Optional Files for MMMF3 have been updated with support for XFO and FEV Beta, for anyone who wants to try it.

::: http://www.fallout3nexus.com/downloads/file.php?id=3211
  • Updated FEV module to latest FEV Beta 2
  • Added new XFO + FEV module.
Module versions as at Optional Plugins 1.4:

Mart's Mutant Mod - FOOK.esp		 -- 1.1Mart's Mutant Mod - XFO.esp		  -- 1.2Mart's Mutant Mod - FWE.esp		  -- 1.1Mart's Mutant Mod - FEV.esp		  -- 1.1Mart's Mutant Mod - XFO + FOOK.esp   -- 1.2Mart's Mutant Mod - XFO + FEV.esp	-- 1.0

Remember whether you download these modules from here, or bundled in XFO or FOOK or FEV, you can use the version numbers displayed in the GECK or FOMM while highlighting the files to see if you have the latest version.
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Robyn Lena
 
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Post » Sun Oct 25, 2009 7:18 pm

Anyone have any idea how to fix perma extreme thirst?
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Claire
 
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Post » Sun Oct 25, 2009 3:26 am

Quick question, Xodarap: I chose a Perk Flaw that's turned out not to be fun. I can turn off that whole system (and the flaw) by just disabling the Perk Flaws.esp, right? Thanks!

Sadly, no. You must find the perk id and use the removeperk command to clean that little away so you can use the save without that mod.
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BrEezy Baby
 
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Post » Sun Oct 25, 2009 3:16 pm

Hey Xoda,
Couple potential bugs to report here, I don't use FOOK or MMM:

1.) Scoundrel Perk requires level 4 (I assume it should be 2, like the other 5/5 skill perks)
2.) Playstyles - Pistols : at low level (lvl.1) I am pretty sure I am more accurate with my pistol when moving side to side than when standing still... didn't think it was probably intended to be this way.

Also, the vanilla Commando Perk is still there when leveling up, didn't know if this was intended to be replaced by your Ranked Commando Perk or not?
Plus, Toughness only has 3 ranks, the readme says it should have 5? I guess maybe this was scaled back intentionally?

As a sidebar, you pretty much gimped Cyborg for those who aren't energy weapons oriented...was wondering if you would consider doing something about that? Maybe just return it to vanilla and add a separate energy weaps perk/path?
And finally, IMHO Trick Shot is pretty worthless compared to the other "end of path" perks (assuming it just gives you increased chance to shoot a weapon in VATS, sorry I haven't exactly tested it... :embarrass: )... what about changing that to boost the handgun base damage or something equally devastating as the Sniper and Berserker?
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Dylan Markese
 
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Post » Sun Oct 25, 2009 6:24 am

I think I found a bug Xodarap. I must preface that, though, with my thanks for this mod - I'm on my 5th playthrough with your mod as the centerpiece, trying out different character builds every time. It's been great fun and far more challenging than the original, and I look forward to your future updates especially to the playstyles section in terms of big guns and charisma.

So, this character is a melee fighter - I've only fired 240 shots - the entire clip of a minigun, and I was desperate then. This character dons power armor and wipes out his enemies with sword and sledge. I noticed that the sledgehammer I have (I'm level 8 I believe, with 4 ranks in fighter) shows 79 damage in the pipboy. I know this isn't an accurate measurement, but it's something. In the museum of technology, I found a super-sledge, and eagerly took it. I was surprised to see that its damage was a mere 47, and it was pretty well repaired. This seemed accurate, as the super mutants were taking twice as many hits to keel over as when I hit them with the sledgehammer. When I leveled up, I had a save so that I could test my theory that the Fighter perks aren't applying to the super-sledge. I took Grognak's Disciple, gaining 5 to both sledgehammer DAM reading and the super sledge. But when I took the 5th rank of Fighter, only the sledgehammer DAM rose.

Now, I am running other mods, but the only major ones are yours and MMM, oh, and the big perk one that you recommended. If it matters, I'm running Weap Damage and Accuracy Mild, Perk Paths, Perk Flaws, Playstyles, and others that I can't imagine have anything to do with this. It's worth checking. I simply took the Gladiator feat this level and went back to the sword.
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Trevor Bostwick
 
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Post » Sun Oct 25, 2009 3:19 am

Xodarap:

I haven't started using your mod (waiting for further development, then I'll start a new playthrough), but one of the most intriguing parts, to me, is the hunger/fatigue part. I find it funny in F3 that food and drink are pointless, and adding in a hunger system is a fantastic idea. That being said, I'm also not sure I'm willing to micromanage having bottles and bottles of water, and bringing pippy up ever ten minutes to chow some grub.

I know it's annoying to have someone backseat driving, but would it be possible to implement:

1) Auto-eat and drink, that simply removes food from your inventory whenever needed (every four hours, persay)

2) A waterskin. As it stands it's either drink from standing sources or carry around purified and dirty water bottles. And we all know how bad bottled water is for the environment ;) A waterskin that could somehow be refillable at sources and held the equivalent of, say, 10 bottles of water would be a great help.

The second is more of a pipe dream, but I think the first would still keep the sense of the mod (constantly worrying about food before setting out on trips, keeping animal meat after kills) but kill some of the micromanagement that I'm sure I would grow tired of.
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Eve Booker
 
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Post » Sun Oct 25, 2009 7:39 am

i started a new save, and it doesn't freeze on level up. It was working perfectly for the first six levels or so, but then I ran into an issue...

a) I can't quench my thirst. I dark 100 purified waters with the console, and its still unquenchable.

B) I can't sleep. When I try to, it says I successfully slept, gives me the hp, energy, etc... but no time passes during the sleep, ever.

Is there a way of fixing these in console, or maybe clear out variables or something? Thanks!

-Futancy
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carrie roche
 
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Post » Sun Oct 25, 2009 12:36 pm

Hey, Xodarap, have you answered yet why you removed Weapon Rebalance from the mod list? Or was that in the Changelog?
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Nims
 
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Post » Sun Oct 25, 2009 3:03 am

hi, my character started with extreme hunger. i was also quenched and wide awake
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NO suckers In Here
 
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Post » Sun Oct 25, 2009 5:35 am

Hey, I was just looking at the Immersion mod in-game, and I happened to be at low health (34/135). I ate some potato crisps (junk food of course) because I was full and obviously I wouldn't be able to gain health from regular food, right? Wrong. So I ate some potato crisps and got 10 health, just like normal, which bumped me up to 44/135. But after eating a second bag of potato crisps, my health actually dropped by 1, down to 43/135. What? Furthermore, after a Squirrel on a Stick, my health was increased the first time I ate it, but not the other two times I tried it. Is that a bug, 'cause it sure doesn't seem right. btw, the radiation effects seemed to work fine.

EDIT: Okay, I figured out what it was. It turns out I guess that the math or whatever while you're still in the PipBoy doesn't really matter, because if you look away from the PipBoy and go back to it a second later, your health has returned to the way it should be (e.g. back to what it was when you were full but before you had eaten any regular food).

EDIT II: Well, now I'm having a tough time finding which kinds of foods you consider "junk/snack foods." I can't seem to eat anything without the health benefits being removed after I "refresh" my PipBoy, including things like Potato Crisps. I mean, I remember reading in your readme about junk foods restoring your health even when full and in combat. So, what is going on?
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kennedy
 
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