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Old 07-29-2010, 06:13 PM   #176
Zeruel
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Sorry for the delay, I was bit busy the past day or so.

I ran a new game with nothing but FOOK2 and your mods loaded and took the Scout perk as soon as I exited the Vault...and after a few seconds, the glitch appeared as it had been. Given that I seem to be the only one with this issue, that actually comes as a bit of a surprise.

@ Mr. Mister - Yes, I have been using both. I am aware CaSO adds its own detection event for recently killed enemies, but I prefer the more noticeable effect Responsive Kill Reactions provides (though neither is quite to my taste, something a bit more in between would be more preferable). It was also the first thing I thought about when I began experiencing this particular issue. I have not noticed any negative issues with the rest of CaSO's functionality versus not using RKR, so I have continued to use it.
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Old 07-29-2010, 08:17 PM   #177
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You could try disabling the whole FOOK2's backpedaling. Just in case.
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Old 07-30-2010, 02:33 PM   #178
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Thanks for the updates GSoS. Will be upgrading to Beta-2 soon, and will remove some items from my load list I think may be conflicting with the version of your mods I gave feedback on before. Not played for months, so it's about time I got back in the saddle.

Glad to see your keeping up with the updates.



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Old 08-18-2010, 01:28 AM   #179
crimson.cosmos
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Hey!

I've been looking for some mods to round my FOOK experience and what you're doing here seems to fit the bill

I'd invite you to see exactly what I'm on about - take a look at my thread if you feel like it.

Anyways, I was wondering if your Combat and Stealth mod is compatible with Combat Enhanced - Tactics, as they are both compatible with FOOK. Based on description alone, I'd say they won't work, but you know best what you've done under the hood. What would you say sets them apart? I could really use some help in picking one over the other.

Your Stimpaks Revamp and Bed Healing Tweak mods are definitely a step in the right direction. I would still like something a bit more involved though - maybe making use of all that medical clutter, most of all. Maybe require a medical bracer to fix a crippled limb? Or some tubing for fixing the torso... dunno, just throwing ideas around here. Scalpels, tweezers, empty syringes (gotten through using stimpaks, med-x and co.)...

I'm not sure if your Water Purifier mod gives empty bottles upon drinking water, or if it allows filling them at various water sources. If it does, then it's perfect. Otherwise, I think it would be a nice addition.

Tag is lovely. And needed. XP - not sure exactly - I need to load it in FO3Edit or something to see what it does. I mean, vanilla gives too little xp for new locations, but too much for low level lockpicking and hacking. Not sure about enemy xp, I'll take your word on those. I think very easy locks/terminals should give little xp - 10?, easy ones 20, medium 30, hard 40 and very hard 50. Locations should give at least 25. Speech checks are nice and all, but I wouldn't push those rewards too high above the rest skill-based rewards because speech is just another skill after all. Besides, Fallout 3 dialogue isn't brilliant to start with.
The only thing that's keeping me from installing this is the fact that I want slower leveling overall. I have already set the xpBumpBase or whatever it's called to 300 and I'm wondering if adding this would be equivalent or if I should put it on top.

For the perks, you mention rebalancing some of the vanilla ones. Could you add in the readme exactly which ones and how? FOOK itself has this problem too - it changes the vanilla perks but there's no list of changes anywhere.

That's all I have for tonight. Let me know what you think, please.

Cheers!

cc

edit: for the water purifier thingie, if it doesn't handle filling water bottles, would it work with this?

Last edited by crimson.cosmos; 08-18-2010 at 01:53 AM. Reason: found something...
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