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	<channel>
		<title>The FOOKUNITY</title>
		<link>http://www.fookunity.com/forum/</link>
		<description>The FOOKUNITY is a modding community dedicated to the RPG Fallout 3 featuring mods such as FOOK, GTS, BABE and many more</description>
		<language>en</language>
		<lastBuildDate>Sat, 19 May 2012 14:31:43 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>30</ttl>
		<image>
			<url>http://www.fookunity.com/forum/disturbed/misc/rss.jpg</url>
			<title>The FOOKUNITY</title>
			<link>http://www.fookunity.com/forum/</link>
		</image>
		<item>
			<title>Food Sanitizer -- Missing in FOOK?  Removed in FNV Patch?</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7245&amp;goto=newpost</link>
			<pubDate>Sat, 19 May 2012 05:26:29 GMT</pubDate>
			<description>As far as I know, there were Five food sanitizers before the first FNV patch.  Fook, back then, apparently removed four of them.  And then made a...</description>
			<content:encoded><![CDATA[<div>As far as I know, there were Five food sanitizers before the first FNV patch.  Fook, back then, apparently removed four of them.  And then made a bunch of changes to the list of foods they work on.  And then the first patch happened, adn removed all five food sanitizers... and people have still been adding things to the list, even though there are no food sanitizers to be found, anywhere.  Not even the one.<br />
<br />
So why don't we add one of those five food sanitizers back? That would work well, and make all that work mean something, right??</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=111">FOOK-NV - General Discussion</category>
			<dc:creator>Gavinfoxx</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7245</guid>
		</item>
		<item>
			<title>Major Slowdown</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7237&amp;goto=newpost</link>
			<pubDate>Sat, 12 May 2012 17:16:20 GMT</pubDate>
			<description>Here i have like 10 fps: 
 
http://img823.imageshack.us/img823/2391/fallout3201205121900218.png 
 
Here i have normal fps rate (30): 
...</description>
			<content:encoded><![CDATA[<div>Here i have like 10 fps:<br />
<br />
<a href="http://img823.imageshack.us/img823/2391/fallout3201205121900218.png" target="_blank">http://img823.imageshack.us/img823/2...5121900218.png</a><br />
<br />
Here i have normal fps rate (30):<br />
<br />
<a href="http://imageshack.us/photo/my-images/542/fallout3201205121900268.png/" target="_blank">http://imageshack.us/photo/my-images...121900268.png/</a><br />
<br />
I have stutter remover mod installed, pictures were made in GNR Building. There's many areas where i have such performence drop issues for example  in front of Super Duper Market or in areas where some kind of mist appears, both inside buildings and outside. And my question is what is causing such performence issues? If it is a graphical setting let me know. I have everything maxed out and only in some specific areas i have such slowdown when i turn back slowdown issue dissapears. Vertical Synchronization is disabled.</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=104">FOOK2 - Bug reports</category>
			<dc:creator>Janardag</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7237</guid>
		</item>
		<item>
			<title>Fook 1.2OB salvaging</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7236&amp;goto=newpost</link>
			<pubDate>Sat, 12 May 2012 14:15:57 GMT</pubDate>
			<description><![CDATA[I can't use the field salvage kit, can't scrap things with workbenches either. I know you're supposed to drop the field salvage kit and then try to...]]></description>
			<content:encoded><![CDATA[<div>I can't use the field salvage kit, can't scrap things with workbenches either. I know you're supposed to drop the field salvage kit and then try to pick it up and you get a menu, when I drop it and then pick it up, it just goes in my inventory like any other item. When I use workbenches there's no scrapping option, just making new weapons or adding mod kits.<br />
<br />
I thought WMK or another mod might be conflicting with it so I disabled every plugin except for FOOK2 and that made no difference at all, still couldn't use the salvage kits and workbenches had no option except for making new weapons.<br />
<br />
Load Order<br />
<br />
Fallout3.esm<br />
Anchorage.esm<br />
ThePitt.esm<br />
BrokenSteel.esm<br />
PointLookout.esm<br />
Zeta.esm<br />
Project Beauty.esm<br />
CALIBR.esm<br />
FOOK2 - Main.ESM<br />
FOOK2 - [DIK] DLC Improvement Kit.ESM<br />
Mart's Mutant Mod.esm<br />
DarNifiedUIF3.esp<br />
no blur on hit.esp<br />
Sprint Mod.esp<br />
WeaponModKits.esp<br />
FOOK2 - Main.esp<br />
FOOK2 - [DIK] DLC Improvement Kit.esp<br />
FOOK2 - Main [Hotfix].esp<br />
FOOK2 - DIK [Hotfix].esp<br />
WeaponModKits - OperationAnchorage.esp<br />
WeaponModKits - ThePitt.esp<br />
WeaponModKits - BrokenSteel.esp<br />
WeaponModKits - PointLookout.esp<br />
WeaponModKits - Zeta.esp<br />
WeaponModKits - FOOK.esp<br />
Mart's Mutant Mod.esp<br />
Mart's Mutant Mod - DLC Anchorage.esp<br />
Mart's Mutant Mod - DLC The Pitt.esp<br />
Mart's Mutant Mod - DLC Broken Steel.esp<br />
Mart's Mutant Mod - DLC Point Lookout.esp<br />
Mart's Mutant Mod - DLC Zeta.esp<br />
Mart's Mutant Mod - Master Menu Module.esp<br />
Mart's Mutant Mod - Natural Selection.esp<br />
Mart's Mutant Mod - Tougher Traders.esp<br />
Mart's Mutant Mod - Zones Respawn.esp<br />
MMM, FOOK2.esp<br />
MMM, FOOK2 - DIK.esp<br />
MMM, FOOK2 - Natural Selection.esp<br />
PiPBoy Light Range x6.esp<br />
WMKAA12Shotgun.esp<br />
Bashed Patch, 0.esp<br />
mergedpatch.esp<br />
<br />
Total active plugins: 42<br />
Total plugins: 44<br />
<br />
<b>EDIT: Don't know if this is relevant but Moira Brown wasn't selling any field salvage kits, I had to get it from the fook2 menu.</b><br />
<br />
<br />
I've got another problem too, I took the sledgehammer from Lucas Simms' house and repaired it to about 70% condition, it breaks after 8 swings... Its supposed to break after 500 swings from full condition, is this an intended part of fook2 or some weird bug?<br />
<br />
<b>EDIT2: I've removed the damage to weapon override flag from fook2main.esm and .esp in FO3edit, thats fixed the sledgehammers at least.</b></div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=103">FOOK2 - General Discussion</category>
			<dc:creator>Hamidinator</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7236</guid>
		</item>
		<item>
			<title>Weapon Repair Kits</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7235&amp;goto=newpost</link>
			<pubDate>Sat, 12 May 2012 09:50:37 GMT</pubDate>
			<description>Hi, I have a question concerning weapon repair kits, how can I make one and/or where i can get one?</description>
			<content:encoded><![CDATA[<div>Hi, I have a question concerning weapon repair kits, how can I make one and/or where i can get one?</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=103">FOOK2 - General Discussion</category>
			<dc:creator>Janardag</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7235</guid>
		</item>
		<item>
			<title>Please help with Load Order</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7229&amp;goto=newpost</link>
			<pubDate>Tue, 08 May 2012 13:39:59 GMT</pubDate>
			<description>Hi again. I was hoping you guys could help me optimize my load order. 
 
 
FalloutNV.esm 
DeadMoney.esm 
HonestHearts.esm 
OldWorldBlues.esm...</description>
			<content:encoded><![CDATA[<div>Hi again. I was hoping you guys could help me optimize my load order.<br />
<br />
<br />
FalloutNV.esm<br />
DeadMoney.esm<br />
HonestHearts.esm<br />
OldWorldBlues.esm<br />
LonesomeRoad.esm<br />
GunRunnersArsenal.esm<br />
ClassicPack.esm<br />
MercenaryPack.esm<br />
TribalPack.esm<br />
CaravanPack.esm<br />
NVCE Main.esm<br />
IWS-Core.esm<br />
FOOK - New Vegas.esm<br />
FOOK - New Vegas DLCs.esm<br />
NSkies - Vanilla Edition.esm<br />
NVR-Strip.esm<br />
Lings.esm<br />
New Vegas Error Corrections Complete - DLC + GRA + NVCE + MM.esm<br />
The Mod Configuration Menu.esp<br />
The Weapon Mod Menu.esp<br />
GoodspringsPlayerHome.esp<br />
NVR-NPCs.esp<br />
NVR-Version_10.esp<br />
FOOK - New Vegas.esp<br />
FOOK - New Vegas DLCs.esp<br />
PA Footsteps.esp<br />
IWS-Core-Patrols.esp<br />
IWS-Core-Guards.esp<br />
IWS-Core-Civilians.esp<br />
IWS-DM.esp<br />
IWS-HH.esp<br />
IWS-OWB.esp<br />
IWS-LR.esp<br />
Better Binoculars High.esp<br />
Shotgun Commando.esp<br />
EMR-StealthSuitMkII.esp<br />
LingsPrettyThings.esp<br />
NVCE DLC01.esp<br />
NVCE DLC02.esp<br />
NVCE DLC03.esp<br />
NVCE DLC04.esp<br />
dD - Enhanced Blood Main NV.esp<br />
WeaponModsExpanded.esp<br />
WMX-FOOKNV CP.esp<br />
WMX-ShotgunCommando.esp<br />
WMX-DeadMoney.esp<br />
WMX-HonestHearts.esp<br />
WMX-LonesomeRoad.esp<br />
WMX-GunRunnersArsenal.esp<br />
WMX-ArenovalisTextures.esp<br />
WMX-FOOKNV-DLCs CP.esp<br />
WMX-PreOrderPackClassic.esp<br />
WMX-PreOrderPackCaravan.esp<br />
WMX-PreOrderPackMercenary.esp<br />
WMX-PreOrderPackTribal.esp<br />
Vurt's WFO.esp<br />
T6M Honest Herts Replace.esp<br />
T6M Old World Blues Replace.esp<br />
T6M Dead Money Armor.esp<br />
T6M Unique Item.esp<br />
DIM CUSTOM PRESETS V1.3WEB.esp<br />
MMUE-CP-FOOK.esp<br />
NVEC Complete Improved Sound FX Patch.esp<br />
T6M Lingerie NV.esp<br />
MLPCompanions.esp<br />
Mission Mojave - Ultimate Edition.esp<br />
T6M Equipment Replacer NV.esp<br />
<br />
Total active plugins: 68<br />
Total plugins: 81<br />
<br />
So anything wrong here? (I will create a merge patch after everything is ordered correctly)</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=116">FOOK-NV - Technical Support</category>
			<dc:creator>Soljer13</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7229</guid>
		</item>
		<item>
			<title>FOOK2 and Project Beauty with wryebash</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7228&amp;goto=newpost</link>
			<pubDate>Mon, 07 May 2012 19:34:32 GMT</pubDate>
			<description><![CDATA[I'm comepletely new to modding and need a little help with something. From what I understand PB conflicts with fook2 because both mods change npcs in...]]></description>
			<content:encoded><![CDATA[<div>I'm comepletely new to modding and need a little help with something. From what I understand PB conflicts with fook2 because both mods change npcs in someway. I've searched the forums about making fook2 work with project beauty and I found the posts about making a bashedpatch with wryebash and importing npc faces. <br />
<br />
I've done that but I don't know what file I have to merge it with, this is my current load order:<br />
<br />
<b>Fallout3.esm<br />
Anchorage.esm<br />
ThePitt.esm<br />
BrokenSteel.esm<br />
PointLookout.esm<br />
Zeta.esm<br />
CALIBR.esm<br />
FOOK2 - Main.ESM<br />
FOOK2 - [DIK] DLC Improvement Kit.ESM<br />
WeaponModKits.esp<br />
DarNifiedUIF3.esp<br />
FOOK2 - Main.esp<br />
FOOK2 - [DIK] DLC Improvement Kit.esp<br />
FOOK2 - Main [Hotfix].esp<br />
FOOK2 - DIK [Hotfix].esp<br />
WeaponModKits - OperationAnchorage.esp<br />
WeaponModKits - ThePitt.esp<br />
WeaponModKits - BrokenSteel.esp<br />
WeaponModKits - PointLookout.esp<br />
WeaponModKits - Zeta.esp<br />
WeaponModKits - FOOK.esp<br />
Bashed Patch, 0.esp<br />
mergedpatch.esp<br />
<br />
Total active plugins: 23<br />
Total plugins: 26<br />
</b><br />
<br />
I've just started a new game and everything works but I'm not sure if the changes made by project beauty are actually working, I've loaded the game with and without the bashed patch and npc faces seem the same both times.<br />
I haven't actually merged the bashed patch with anything, I've just imported the npc faces from Project Beauty.esm, Project Beauty - Broken Steel.esp and Project Beauty - Point Lookout.esp into the patch.<br />
<br />
I don't understand how this would make the mods compatible, isn't this just turning the 3 files into 1 and so the same compatability problems with fook2 stay? It looks like I have to merge this patch with one of the FOOK2 files, I just need someone to tell me which one please.<br />
<br />
NOTE: I made the mergedpatch before activating bashed patch, do I also have to make a new merged patch with the bashed patch activated?</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=59">Modding Help and Tutorials</category>
			<dc:creator>Hamidinator</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7228</guid>
		</item>
		<item>
			<title>FOOK2 and Project Beauty with wryebash</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7227&amp;goto=newpost</link>
			<pubDate>Mon, 07 May 2012 19:30:24 GMT</pubDate>
			<description>Sorry, wrong section. Moved to http://www.fookunity.com/forum/showthread.php?p=59121#post59121</description>
			<content:encoded><![CDATA[<div>Sorry, wrong section. Moved to <a href="http://www.fookunity.com/forum/showthread.php?p=59121#post59121" target="_blank">http://www.fookunity.com/forum/showt...9121#post59121</a></div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=103">FOOK2 - General Discussion</category>
			<dc:creator>Hamidinator</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7227</guid>
		</item>
		<item>
			<title>Problem with load order and order to install mod</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7224&amp;goto=newpost</link>
			<pubDate>Sat, 05 May 2012 22:07:13 GMT</pubDate>
			<description><![CDATA[Hi all, as the title says i have a problem with fallout 3 who crash before the main menù. 
unfortunately I'm moving from windows xp to windows 7 and...]]></description>
			<content:encoded><![CDATA[<div>Hi all, as the title says i have a problem with fallout 3 who crash before the main menù.<br />
unfortunately I'm moving from windows xp to windows 7 and i've lost the order in which they must be installed the mods.<br />
so i don't know if my load order is correct, i've followed that installation order is that correct?<br />
I followed this order of installation is that correct?<br />
if not, what is the order in to install?<br />
Installation order: DArn ui, FWE, FOOK, FOOK2, EVE, MMM, PB, UWWUT, Craft &amp; Calibr, and then all the rest.<br />
and finally this is my load order: <br />
<br />
<br />
<br />
[X] Fallout3.esm<br />
[X] Anchorage.esm<br />
[X] ThePitt.esm<br />
[X] BrokenSteel.esm<br />
[X] PointLookout.esm<br />
[X] Zeta.esm<br />
[X] Unofficial Fallout 3 Patch.esm<br />
[X] Impervious Power Armour.esm<br />
[X] Project Beauty.esm<br />
[X] EVE.esm<br />
[X] EWE Energy Weapons Enhanced.esm<br />
[X] Companion Core.esm<br />
[X] RobCo Certified v2.esm<br />
[X] Project Beauty HD version.esm<br />
[X] CRAFT.esm<br />
[X] CALIBR.esm<br />
[X] FOOK2 - Main.ESM<br />
[X] FOOK2 - [DIK] DLC Improvement Kit.ESM<br />
[X] FO3 Wanderers Edition - Main File.esm<br />
[X] Mart's Mutant Mod.esm<br />
[X] Enhanced Weather - Rain and Snow.esm<br />
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp<br />
[X] Unofficial Fallout 3 Patch - The Pitt.esp<br />
[X] Unofficial Fallout 3 Patch - Broken Steel.esp<br />
[X] Unofficial Fallout 3 Patch - Point Lookout.esp<br />
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp<br />
[X] Project Beauty- Broken Steel.esp<br />
[X] Project Beauty- Point Lookout.esp<br />
[X] Project Beauty HD version [Hair Fix].esp<br />
[X] DarNifiedUIF3.esp<br />
[X] Fellout-pipboylight.esp<br />
[X] CRAFT - Activation Perk.esp<br />
[X] CALIBRxMerchant.esp<br />
[X] Classic Fallout Weapons BETA.esp<br />
[X] FOOK2 - Project Beauty.esp<br />
[X] FOOK2 - Main.esp<br />
[X] FOOK2 - [DIK] DLC Improvement Kit.esp<br />
[X] FOOK2 - Main [Hotfix].esp<br />
[X] FOOK2 - DIK [Hotfix].esp<br />
[X] FO3 Wanderers Edition - Main File.esp<br />
[X] FO3 Wanderers Edition - DLC Anchorage.esp<br />
[X] FO3 Wanderers Edition - DLC Broken Steel.esp<br />
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp<br />
[X] FO3 Wanderers Edition - DLC Point Lookout.esp<br />
[X] FO3 Wanderers Edition - DLC The Pitt.esp<br />
[ ] FO3 Wanderers Edition - Alternate Travel.esp<br />
[X] CrossRepairWeapons.esp<br />
[X] MiscWeightFix.esp<br />
[X] CrossRepairLaserPlasmaOnly.esp<br />
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp<br />
[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp<br />
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp<br />
[X] FWE - Weightless Ammo.esp<br />
[ ] FO3 Wanderers Edition - Project Beauty.esp<br />
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp<br />
[X] EWE Supermutant Energy Weapons.esp<br />
[X] MissingUniqueWeapons-Standard.esp<br />
[X] MissingUniqueWeapons-Standard-BS.esp<br />
[X] MissingUniqueWeapons-Standard-PL.esp<br />
[X] MissingUniqueWeapons-Standard-BS+PL.esp<br />
[X] MissingUniqueWeapons-Enhanced.esp<br />
[X] MissingUniqueWeapons-Enhanced-BS.esp<br />
[X] MissingUniqueWeapons-Enhanced-PL.esp<br />
[X] MissingUniqueWeapons-Enhanced-BS+PL.esp<br />
[X] FO3 Wanderers Edition - FOOK Support.esp<br />
[X] WeaponModKits.esp<br />
[X] WeaponModKits - FWE Master Release.esp<br />
[X] WeaponModKits - OperationAnchorage.esp<br />
[X] WeaponModKits - ThePitt.esp<br />
[X] WeaponModKits - BrokenSteel.esp<br />
[X] WeaponModKits - PointLookout.esp<br />
[X] WeaponModKits - Zeta.esp<br />
[X] WMKAA12Shotgun.esp<br />
[X] MissingUniqueArmorClothing-Base.esp<br />
[X] MissingUniqueArmorClothing-Enhanced-NSF.esp<br />
[X] MissingUniqueArmorClothing-Enhanced.esp<br />
[X] MissingUniqueArmorClothing-RenamerOnly.esp<br />
[X] Stealthboy Recon Armor - CRAFT.esp<br />
[X] Companion Core DLC Addon.esp<br />
[X] RobCo Certified v2 Version Updater.esp<br />
[X] RobCo Certified v2 Mechanist's Edition.esp<br />
[X] RobCo Certified v2 Zeta Addon.esp<br />
[X] UWWUT_WT.esp<br />
[X] UWWUT_WT - TP Addon.esp<br />
[X] UWWUT_WT - BS Addon.esp<br />
[X] Xepha's Dynamic Weather - Main.esp<br />
[X] UWWUT_WT - WMK Addon.esp<br />
[X] Xepha's Dynamic Weather - Anchorage.esp<br />
[X] Xepha's Dynamic Weather - The Pitt.esp<br />
[X] WeaponModKits-Unique.esp<br />
[X] YX33A WMK MUW E WMK U Patch.esp<br />
[X] Xepha's Dynamic Weather - Broken Steel.esp<br />
[X] EVE.esp<br />
[X] Xepha's Dynamic Weather - Point Lookout.esp<br />
[X] Xepha's Dynamic Weather - Main + DLC Merged.esp<br />
[ ] EVE - FWE Master Release.esp<br />
[X] EVE - FWE Master Release (Follower Enhanced).esp<br />
[X] Xepha's Dynamic Weather - Night Eye Edition.esp<br />
[X] EVE Operation Anchorage.esp<br />
[ ] Xepha's Dynamic Weather - Anchorage (NEE).esp<br />
[X] EVE - FWE with WeaponModKits.esp<br />
[ ] Xepha's Dynamic Weather - Rain (NEE).esp<br />
[X] EVE Anchorage - FWE DLC Anchorage.esp<br />
[ ] Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp<br />
[X] UWWUT.esp<br />
[X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp<br />
[X] UWWUT - The Pitt Addon.esp<br />
[X] UWWUT - Broken Steel Addon.esp<br />
[X] Xepha's Dynamic Weather - Sandstorms.esp<br />
[X] UWWUT - WMK Addon.esp<br />
[ ] Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp<br />
[X] Mart's Mutant Mod.esp<br />
[X] Mart's Mutant Mod - DLC Anchorage.esp<br />
[ ] Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp<br />
[X] Mart's Mutant Mod - DLC The Pitt.esp<br />
[X] Mart's Mutant Mod - DLC Broken Steel.esp<br />
[X] Mart's Mutant Mod - DLC Point Lookout.esp<br />
[X] Mart's Mutant Mod - DLC Zeta.esp<br />
[X] Mart's Mutant Mod - Natural Selection.esp<br />
[X] Mart's Mutant Mod - Tougher Traders.esp<br />
[X] Xepha's Dynamic Weather - Weather Machine (Quest Added).esp<br />
[ ] Mart's Mutant Mod - Zones Respawn.esp<br />
[ ] Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp<br />
[ ] Mart's Mutant Mod - Master Menu Module.esp<br />
[ ] Mart's Mutant Mod - Project Beauty.esp<br />
[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp<br />
[X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp<br />
[X] CrossRepairArmor.esp<br />
[X] EWE Load Order Fix.esp<br />
[ ] EWE Stormfront Studios Load Order Fix.esp<br />
[X] EWE DLC Addon.esp<br />
[X] AnchoRepair.esp<br />
[X] PittRepair.esp<br />
[X] BSteelRepair.esp<br />
[X] PLookoutRepair.esp<br />
[X] MZetaRepair.esp<br />
[X] Mart's Mutant Mod - FOOK2.esp<br />
[X] Mart's Mutant Mod - FOOK2 - DIK.esp<br />
[X] Mart's Mutant Mod - FWE Master Release.esp<br />
[X] Mart's Mutant Mod - Project Beauty + FWE.esp<br />
[X] Enhanced Weather - Rain and Snow in Fallout.esp<br />
[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp<br />
[X] Enhanced Weather - REBOOT.esp<br />
[X] Enhanced Weather - Weather Sounds in Interiors.esp<br />
[X] Enhanced Weather - Sneak Bonus during Storms.esp<br />
[X] Fellout-Full.esp<br />
[X] Fellout-Anchorage.esp<br />
[X] RobCo Certified v2 EVE.esp<br />
[X] RobCo Certified v2 FWE.esp<br />
[X] RobCo Certified v2 Omnipatch.esp<br />
[X] RobCo Certified v2 Impervious.esp<br />
[X] RobCo Certified v2 Impervious FWE.esp<br />
[X] Fellout-BrokenSteel.esp<br />
[X] Fellout-PointLookout.esp<br />
[X] Fellout-Zeta.esp<br />
[X] FOOK2 Nightvision for Fellout.esp<br />
[X] FWE - FOOK DLC Support.esp<br />
[X] FOOK+FWE+PB+MMM.esp<br />
[X] FOOK+FWE+EVE+UWWUT.esp<br />
[X] FOOK - DIK - Project Beauty.esp<br />
[X] FWE - No Dodge.esp<br />
[X] FWE - Reduced Radiation.esp<br />
[X] FWE-FOOK bullets projectiles.esp<br />
[X] merger fix.esp<br />
[X] Xepha's Dynamic Weather.esm<br />
[X] c.esp</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=59">Modding Help and Tutorials</category>
			<dc:creator>Renji</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7224</guid>
		</item>
		<item>
			<title>Weapon Meshes missing!</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7221&amp;goto=newpost</link>
			<pubDate>Fri, 04 May 2012 01:03:25 GMT</pubDate>
			<description>Hello everyone, Im new to FOOK2 1.2, I downloaded the full pack from Nexus and everything installed okay from what I can tell. I went on ahead and...</description>
			<content:encoded><![CDATA[<div>Hello everyone, Im new to FOOK2 1.2, I downloaded the full pack from Nexus and everything installed okay from what I can tell. I went on ahead and downloaded some other mods that where recommended, plus patches where I could find. But to my suprise, once I got out of Vault 101, all new weapons added by FOOK2 are completly invisible (have no mesh/exclamation mark) and as far as I can tell, only the G36C has its model, but no texture. Here is my load order.<br />
<br />
<br />
Fallout3.esm<br />
Anchorage.esm<br />
ThePitt.esm<br />
BrokenSteel.esm<br />
PointLookout.esm<br />
Zeta.esm<br />
Unofficial Fallout 3 Patch.esm<br />
CALIBR.esm<br />
Project Beauty.esm<br />
FOOK2 - Main.ESM<br />
FOOK2 - [DIK] DLC Improvement Kit.ESM<br />
Mart's Mutant Mod.esm<br />
Fallout 3 Sexus.esm<br />
PowerOfTheAtom_FOOKandFWE.esp<br />
TR4F2.esm<br />
Unofficial Fallout 3 Patch - Operation Anchorage.esp<br />
Unofficial Fallout 3 Patch - The Pitt.esp<br />
Unofficial Fallout 3 Patch - Broken Steel.esp<br />
Unofficial Fallout 3 Patch - Point Lookout.esp<br />
Unofficial Fallout 3 Patch - Mothership Zeta.esp<br />
Project Beauty- Broken Steel.esp<br />
Project Beauty- Point Lookout.esp<br />
Sprint Mod.esp<br />
FOOK2 - Main.esp<br />
FOOK2 - [DIK] DLC Improvement Kit.esp<br />
WeaponModKits.esp<br />
WeaponModKits - FOOK.esp<br />
WeaponModKits - OperationAnchorage.esp<br />
WeaponModKits - ThePitt.esp<br />
WeaponModKits - BrokenSteel.esp<br />
WeaponModKits - PointLookout.esp<br />
WeaponModKits - Zeta.esp<br />
WMKAA12Shotgun.esp<br />
DIM CUSTOM PRESETS V1.3WEB.esp<br />
Mart's Mutant Mod.esp<br />
Mart's Mutant Mod - DLC Anchorage.esp<br />
Mart's Mutant Mod - DLC The Pitt.esp<br />
Mart's Mutant Mod - DLC Broken Steel.esp<br />
Mart's Mutant Mod - DLC Point Lookout.esp<br />
Mart's Mutant Mod - DLC Zeta.esp<br />
Mart's Mutant Mod - Increased Increased Spawns.esp<br />
Mart's Mutant Mod - Tougher Traders.esp<br />
Mart's Mutant Mod - Hunting &amp; Looting.esp<br />
Mart's Mutant Mod - Natural Selection.esp<br />
Mart's Mutant Mod - Master Menu Module.esp<br />
Mart's Mutant Mod - Project Beauty.esp<br />
Mart's Mutant Mod - FOOK2.esp<br />
Mart's Mutant Mod - FOOK2 - DIK.esp<br />
dD - Enhanced Blood Main.esp<br />
pipboy2500_fo3_edisleado.esp<br />
T6M Lingerie.esp<br />
T6M Equipment Replacer.esp<br />
T6M Equipment Replacer for DLC.esp<br />
MMM, FOOK2.esp<br />
MMM, FOOK2 - DIK.esp<br />
MMM, FOOK2 - Natural Selection.esp<br />
TR4F2_v5.esp<br />
<br />
Total active plugins: 57<br />
Total plugins: 78<br />
<br />
I hope you can help me.</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=105">FOOK2 - Technical Support</category>
			<dc:creator>Soljer13</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7221</guid>
		</item>
		<item>
			<title>Insta-Crash on startup</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7219&amp;goto=newpost</link>
			<pubDate>Wed, 02 May 2012 21:21:19 GMT</pubDate>
			<description>Hi all, I just recently got FOOK2 installed and played for about 30 minutes. I was having fun with all of the new gun names, and all was well until...</description>
			<content:encoded><![CDATA[<div>Hi all, I just recently got FOOK2 installed and played for about 30 minutes. I was having fun with all of the new gun names, and all was well until my game crashed on level up. I looked it up, and found it was a common glitch. Wat. Anyway, after failing to sift through all of the outdated fixes, I messed up everything. I had to completely reinstall, but I can't get the game to even start now. :vbmad: I'm sort of new to modding, so I'm pretty sure my load order is all messed up. Here it is:<br />
<br />
Fallout3.esm<br />
Anchorage.esm<br />
ThePitt.esm<br />
BrokenSteel.esm<br />
PointLookout.esm<br />
Zeta.esm<br />
CALIBR.esm<br />
EVE.esm<br />
EWE Energy Weapons Enhanced.esm<br />
FOOK2 - Main.esm<br />
FOOK2 - [WANK] World And Neighbourhood Kit.esm<br />
FOOK2 - [DIK] DLC Improvement Kit.esm<br />
Mart's Mutant Mod.esm<br />
FOOK2 - Main.esp<br />
FOOK2 - [DIK] DLC Improvement Kit.esp<br />
FOOK2 - Main [Hotfix].esp<br />
FOOK2 DIK [Hotfix].esp<br />
FOOK2 - Mothership Zeta.esp<br />
DarNifiedUIF3.esp<br />
Fellout-Full.esp<br />
Start_Energy_Weapon.esp<br />
Mart's Mutant Mod.esp<br />
Mart's Mutant Mod - Master Menu Module.esp<br />
Mart's Mutant Mod - DLC Anchorage.esp<br />
Mart's Mutant Mod - DLC The Pitt.esp<br />
Mart's Mutant Mod - DLC Zeta.esp<br />
Mart's Mutant Mod - Zones Respawn.esp<br />
Mart's Mutant Mod - Tougher Traders.esp<br />
Mart's Mutant Mod - Natural Selection.esp<br />
EWE Load Order Fix.esp<br />
EWE Supermutant Energy Weapons.esp<br />
Fellout-pipboylight.esp<br />
<br />
Total active plugins: 32<br />
Total plugins: 37<br />
Help!<br />
:please:</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=104">FOOK2 - Bug reports</category>
			<dc:creator>HomieGSkillitBiskitt</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7219</guid>
		</item>
		<item>
			<title>GNR - Radio Static Script</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7216&amp;goto=newpost</link>
			<pubDate>Sat, 28 Apr 2012 10:18:27 GMT</pubDate>
			<description><![CDATA[In the revamp of the radio system in FOOK2, if the player hasn't yet fixed the GNR radio dish, all radios play static over the top of the signal to...]]></description>
			<content:encoded><![CDATA[<div>In the revamp of the radio system in FOOK2, if the player hasn't yet fixed the GNR radio dish, all radios play static over the top of the signal to simulate the weakness of the radio signal.<br />
<br />
The FOOK2 script that controls this does a check of the &quot;rStatic&quot; variable, and if 3 seconds has passed starts playing the static file from the beginning.<br />
<br />
The Issue is, that when a radio is activated on that station it takes 3 seconds BEFORE the static starts playing over the top of the GNR signal. So said script needs to be edited to play the static on start, and replay every 3 seconds.<br />
<br />
As it stands, all radios get 3 seconds of perfectly clear audio before the static timer kicks in. I don't think the Pipboy radio is affected by this, but then it uses different sound files to the other radios, and is based on location. To be honest i've not checked. Going to have a look through the script and see if I can fix it, but i'm not too hopeful. Last time i did any programming-type stuff was 15 years ago at college, and even then i wasn't very good.<br />
<br />
:)</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=104">FOOK2 - Bug reports</category>
			<dc:creator>Hornet</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7216</guid>
		</item>
		<item>
			<title>Eugene / 5mm Projectile (VATS)</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7213&amp;goto=newpost</link>
			<pubDate>Fri, 27 Apr 2012 08:02:35 GMT</pubDate>
			<description><![CDATA[Testing today after encountering an issue. All mods disabled aside from FO3 + DLC's and FOOK2 1.2OB. No UF3P installed either. 
 
In VATS the 5mm...]]></description>
			<content:encoded><![CDATA[<div>Testing today after encountering an issue. All mods disabled aside from FO3 + DLC's and FOOK2 1.2OB. No UF3P installed either.<br />
<br />
In VATS the 5mm projectile (tracers) leave the gun 90 degrees off from their proper angle, thus appearing to go to the target sideways.<br />
<br />
Also, Eugene and the Annhilator miniguns are totally missing their muzzleflash. No exclamation marks, just empty space. All the other miniguns tested fine.<br />
<br />
The 8mm projectiles also fire from the butt if the weapon instead of the muzzle, but this has been reported before. Not hopeful for a fix, but reporting anyway.</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=104">FOOK2 - Bug reports</category>
			<dc:creator>Hornet</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7213</guid>
		</item>
		<item>
			<title>FOOK2 - Main.esm not found</title>
			<link>http://www.fookunity.com/forum/showthread.php?t=7212&amp;goto=newpost</link>
			<pubDate>Fri, 27 Apr 2012 01:19:50 GMT</pubDate>
			<description>After not playing F3 for a long time, i donwloaded a lot of mods, among which are fook2 and WMK. They both install fine and activate fine, although...</description>
			<content:encoded><![CDATA[<div>After not playing F3 for a long time, i donwloaded a lot of mods, among which are fook2 and WMK. They both install fine and activate fine, although the game crashes on startup. After using FO3edit I realized the problem is that WMK is asking me for the file FOOK2 - Main.esm, which is nowhere to be found. I downloaded FOOK2 from nexus and from moddb (In both cases version 1.2), and neither had that file, so i guess im either missing a step, or this version is not compatible...<br />
<br />
Can anyone shed some light? I'd like to play F3 with FOOK2, WMK and MMM.<br />
<br />
edit, im using the nexus mod manager, not FOMM.</div>

]]></content:encoded>
			<category domain="http://www.fookunity.com/forum/forumdisplay.php?f=105">FOOK2 - Technical Support</category>
			<dc:creator>Tresh</dc:creator>
			<guid isPermaLink="true">http://www.fookunity.com/forum/showthread.php?t=7212</guid>
		</item>
	</channel>
</rss>

