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FOOK:NV - General Discussion Discussion about FOOK for New Vegas.

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Old 07-28-2010, 05:28 AM   #26
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Well the companions system is being changed in NV. Hopefully, companions will be better in vanilla NV and a phalanx type mod won't be necessary.
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Old 07-28-2010, 05:47 AM   #27
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Well the companions system is being changed in NV. Hopefully, companions will be better in vanilla NV and a phalanx type mod won't be necessary.
I bet it wil still be. If the system is meant to work easily on consoles, PC users will find it quite simple/uncomplete.
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Old 07-28-2010, 07:10 AM   #28
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Yet there may be a point for leaving Phalanx *optional* (if a Phalanx will be made that is), like the fact that the FO 3 version tends to conflict with other follower/NPC mods.
That's a pretty big disadvantage for a lot of follower-mod fans, so if the question arises, I'll vote for leaving the choice of using Phalanx yes/no to the players.
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Old 07-28-2010, 05:23 PM   #29
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No. That choice can't be left to the player, simply.

Phalanx made thousand and thousand of edits. That's not just the kind of thing that can be toggled by a yes / no choice.
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Old 07-28-2010, 06:52 PM   #30
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Originally Posted by xporc View Post
No. That choice can't be left to the player, simply.

Phalanx made thousand and thousand of edits. That's not just the kind of thing that can be toggled by a yes / no choice.
I agree with Xporc. Phalanx is the best in its field, and it has meant a big amount of fixes improvements that eventually would have shown as necessary in FOOK2 (DLC companions' integration is one example), which would have made Phalanx incompatible with FOOK2.

I prefer FOOK2 to be incompatible with other companion mods that to be incompatible with the best companions overhaul.
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Old 07-29-2010, 12:06 AM   #31
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Is there any hope then that Phalanx itself won't be remade for New Vegas so it can't be put into FOOK2 New Vegas? That would completely solve the problem.

Would it have to be completely remade for New Vegas? Isn't it largely a revamping of F3 companions (core and DLC)? I'm wondering if New Vegas would get zero benefit from the current Phalanx mod for the same reason I don't.

Frankly, I find it intolerable when I notice it at all... which, I must admit, is extremely rarely. Aside from the new companions (Malcolm is grating but avoidable, Deisha can be ignored completely, only that gawd-awful, rage-inducing dog actually forces you to interact with it -- I recommend killing it with a console command when you first see it in the distance so your character doesn't have to know it ever existed), and sticking some camps about (which, aside from reducing the number of places I can build a village using RTS by a truly miniscule amount, has no game impact), Phalanx doesn't actually do ANYTHING... aside from causing me stress because worried it will somehow screw up one of the companions I am using (all of which are from companion mods) or cause a seemingly unrelated issue, say with a quest. And as of yet, I've largely avoided this by keeping all companion mods loaded after FOOK2.

Still, in New Vegas, I would rather not have to worry about those things at all.

Alternately, FOOK2 could decide to focus entirely on new textures and providing a million-and-one new guns, ignoring the things I think make it such an awesome mod (that it's even worth tolerating Phalanx) such as vastly improved repair trees, food causing healing over time, and pretty much everything WANK.

Last edited by Kkatman; 07-29-2010 at 12:11 AM.
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Old 07-29-2010, 04:21 AM   #32
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Like I said before, we don't even know if FO3Phalanx is going to mod NV. The Discussion of whether this not-yet-existent mod should be integrated can stop now
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Old 07-29-2010, 07:08 AM   #33
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Better question: Will an NV'ed FOOK2 include an NV'ed WANK?
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Old 07-29-2010, 09:26 AM   #34
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Kkatman. Shut up. We know you dont like Phalanx. We dont care about it.

This isn't your personnal rant thread. As for WANK, similar content will probably be included, but in the main esm as it is now rather than in another addon.
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Old 07-29-2010, 09:54 AM   #35
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The most important feature of FOOK2 to me is "The amazing amount of weapons/armors to fight with". It's really mind blowing!

The addition of Fellout with all of it's sub-Mods was a great move.

I really appreciate the amount of work that FOOK Team has put into this mod. Even with Starcraft II installed on my system I still play Fallout 3 everyday.

You guys rock both worlds! \,,,/
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Old 07-29-2010, 08:12 PM   #36
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Quote:
Originally Posted by xporc View Post
Kkatman. Shut up.
um... No?


Quote:
This isn't your personnal rant thread.

No, I believe it is a thread asking what features of FOOK are most important to us. My answers:

1) Advanced item repair lists
2) WANK features
3) Compatibility with other good mods

...the first two of which are current features of FOOK, the third a previous feature. I believe I have stayed well within the confines of the thread.

Quote:
As for WANK, similar content will probably be included, but in the main esm as it is now rather than in another addon.
Cool. Thanks for the answer.
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Old 07-29-2010, 08:50 PM   #37
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Trust me, when I say shut up, your only answer in front of a Banned form is "For how much time ?"

Stop your personnal crusade against Phalanx. That's all I am asking.
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Old 07-30-2010, 01:05 AM   #38
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Modularity.

AKA Options Menu.

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ONLY options menu. I'm not psicologically prepared to face 40 .esps like in FWE.
I'm on it like bloatflies on a brahmin.
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Old 07-30-2010, 01:52 AM   #39
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Quote:
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Is there any hope then that Phalanx itself won't be remade for New Vegas so it can't be put into FOOK2 New Vegas? That would completely solve the problem.
Well, yes. Tarrant has said that he'll only do a Vegas Phalanx if he feels it's necessary/worth the effort/useful. I don't remember his exact words, but that was the gist of it.

So if you hate Phalanx, I guess you best hope that the vanilla NV companion system is really cool.

Anyway, we know the repair system in NV is getting seriously revamped, so FOOKifying the repair system might not even be necessary.
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Old 07-30-2010, 02:07 AM   #40
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Regarding file name conventions: Adding X.YZ or whatever to the file names is actually a bad idea as the engine will not recognize an update and see it as a brand new mod while, if the names never change, continuity between versions can be maintained without users' inventories getting emptied of all their FOOK goodies/optional preferences reset/etc every time they update. Instead, like with FOOK2 v1.1+, we should have self-maintained global(s) to indicate file version.
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Old 07-30-2010, 06:29 AM   #41
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I didn't mean that, just none of this FOOK2 1.0 stuff, should've been FOOK 2.0 (We'd be on FOOK 2.1 Beta 2 right now). Also there's really no reason to have "main" in the name of each plugin. We know its the main one!
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Old 07-30-2010, 10:45 AM   #42
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Yeah, jumping to FOOK2 was helluva confusing when 1.1 finally got launched
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Old 07-30-2010, 11:57 AM   #43
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Quote:
Originally Posted by SpaceOden View Post
I didn't mean that, just none of this FOOK2 1.0 stuff, should've been FOOK 2.0 (We'd be on FOOK 2.1 Beta 2 right now). Also there's really no reason to have "main" in the name of each plugin. We know its the main one!
Ah, then I totally agree. That would only help the continuity thing so long as the file names never change.
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Yeah, jumping to FOOK2 was helluva confusing when 1.1 finally got launched
...and part of why there will never be a FOOK3 because 'FOOK2 - Main' is carved in stone now.
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Old 07-30-2010, 04:55 PM   #44
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I don't know, I may be alone on this...

I never would have used FOOK or anything like it on my first play through. I always like to go through vanilla first, just to experience the game the way the designers intended it.

That said, my reason for install FOOK2 v1.1 (my first experience with FOOK) was because it had enough changes to make the entire game feel a little different on the 2nd play through. (I went from plain vanilla (on PS3), to Fook (bought PC version just so I could mod it). There would be surprises all throughout the game as I wandered around places that would have been exactly the same had I not used the mod.

I think that's what the NV version of FOOK should focus on. Think about it like Resident Evil for PS and then the remake of it for Gamecube (if you've played both). They're the same game...but the Gamecube game mixes up things you once took for granted in the PS version, and makes the overall feel of the game different enough to keep it interesting.

This means changing things like weapons, locations, NPCs, and the Player Character, with a mix of radical and subtle changes, that occur during the beginning, middle, and end of the game.
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Old 07-30-2010, 06:56 PM   #45
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Include the things that have made FOOK the best overhaul for Fallout. No more needs to be said, you the designers are players too. You know what's worked, and what's been harder to MAKE work. So add the things that add to the game first, "fluff" can be added later.

Don't forget, upon release, aside from the possibility of DLC's, you'll also be battling against the bugs already present in the game. So don't make the job harder for yourselves by adding weird and wacky things that two months down the road get broken by updates to the vanilla game.

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Old 07-30-2010, 08:44 PM   #46
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Perhaps cleanliness and user-friendliness could be considered for FOOK-NV.

Right now, the forums are kinda a mess, with stickied threads that are drastically outdated, links that don't work ("For more information, check out the wiki!" "You don't have one!"), a FAQ that is several versions out-of-date and no place to go to find out what mods are included within the latest version of FOOK. (In fact, the only "credits" that anyone can find for an idea of what went into this is so outdated that it includes mods that the latest version not only doesn't have, but has made incompatible!)

Instillation is extremely non-intuitive, largely because you haven't created a clean installer. Instead, people are having to use the 1.0 RC Installer, which loads up their game with a bunch of crap they have to then delete. (You have no idea how often I've helped people out with that.)

In short, the mod itself is great, but documentation and instillation are a fooking fooked-up bunch of fookery. It would be nice if FOOK-NV could do better.

This is New Vegas! It's a fresh start! Here is a chance to not only add all your most wonderful work to the new game, but to avoid your most egregious mistakes. Why not?

Last edited by Kkatman; 07-30-2010 at 09:11 PM.
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Old 07-30-2010, 11:54 PM   #47
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FOOK: NV should include the little gems that you might not find other wise. Untill we get chance to play New Vegas the flaws that FOOK should improve will not be apparent. If the modding tools are upgraded FOOK:NV might change things that couldn't be touched in Fallout 3.
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Old 08-01-2010, 09:21 PM   #48
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You know what? I digged and found that. You (non-staff) people are better giving me karma just now.
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Old 08-01-2010, 10:32 PM   #49
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nice! ...now if someone could just update it to 1.1

And Mister, I "must spread some karma around before giving it to Mr. Mister again."
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Old 08-04-2010, 08:56 PM   #50
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Yeah, what I thought to be cool was that with FOOK 2 1.1 (I think that's the right one), you could hire a lot more people to be companions. That was important to me. IN the vanilla fallout 3, I was like, who the heck goes around with a dog and a freaking super mutant. creepers, that's who. I liked that you could get anyone you needed, because that's more realistic. Also, same with many posts above, better weapon quality and less quantity. For example, there was about 8 to 12 AK variations. You really only need 3. the original (ak-47), the AKM, and a AKS-74U(a sub machine gun version). Also, in NV there will be weapon modding available. Allow that to be done to the guns. I would like to get a Desert Eagle with a scope, laser, and extended magazine via the game. And, some better realism. Like, the P90 i found used 10mm, if I remember correctly. With Xcalibr, maybe even vanilla calibr, the 5.7x28 round is available. That's what the gun uses, so that should be there to. That's all I really have for now, so I'll come back later when I think of more.
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