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FOOK 1.1 Beta 2 Thread
Old 05-20-2010, 03:04 PM   #1
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Default FOOK 1.1 Beta 2 Thread

DO NOT REPORT BUGS HERE.
THERE IS A FORUM SPECIFICALLY FOR THAT.

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Yep, you read that right. FOOK2 1.1 Beta 2 has been released!

The FOOK team worked a lot on that release to fix almost all the bugs that were reported to us, from vanilla, 1.0 and 1.1 Beta 1. Beware that it's still a beta though, and that you will find problems and bugs, but they are here for you to report to us so we can fix them! Some things will still be unfinished, and that almost all your compatibility patches will be messed up until their creators update them.

Check our download page and our Beta 2 Cumulative Hotfix thread. Note that everything here is new, so dont use any data/package/hotfix/esms from from Beta 1. You should even do a clean install again, just to be sure that you are not using any old 1.1 thing.

Before doing anything, you should really read this whole topic and our Bug Report guidelines. You should report anything that seems strange, bugged, unfinished, even if they are vanilla Fallout 3 / DLCs issues, and even if they were already reported and that we said they were fixed (they may have been broken again after!). Dont report any problem coming from other mods.

Once again, I'm proud of the FOOK team.

1.1 Beta 2 Known Issues

In the interests of bringing the FOOK Beta version 2 forward, as it has many changes and fixes since version 1, it has been released with a few known, outstanding issues. Those are:
  1. After turning on Project Purity with Broken Steel loaded, the Citadel may be briefly visible once or twice before the "wake up" scene gets underway.
  2. Some Enclave soldiers may spawn without weapons.
  3. Fast travel to the area around the Citadel (including Arlington Library) may be questionable. It may hang the game at the loading screen (but should not CTD). Please report if you encounter this and if you were ever able to do this fast-travel succesfully.
  4. Follower dialogue - their final line to you usually says "Come back if you need something", which is not the expected one.
  5. Fawkes may have trouble equipping and using some weapons, seeming to become stuck in place in combat. If this happens, take one of his weapons away to get him moving again.
  6. Fawkes has severe "wristwatch weapon" issues, and will even be seen swinging ranged weapons around while doing unarmed combat.
  7. Fawkes switches between his weapons excessively during combat.
  8. Malcolm has several lines related to stimpacks which are (temporarily, in Beta 2) unvoiced. Turn on subtitltes to see them.

1.1 Installation

STEP BY STEP:
  • Install Fallout 3, patch it with the official Patch 1.7, and if you own the DLCs, move them from \Documents and Settings\Your User Name\Local Settings\Application Data\Microsoft\Xlive\DLC (Windows XP) or \Users\Your User Name\AppData\Local\Microsoft\XLive\DLC (Windows Vista & Windows 7) to your Fallout 3\Data folder.
  • Download ArchiveInvalidation Invalidated! (AII!) ( http://www.fallout3nexus.com/downloads/file.php?id=944 ) and install it.
  • Download Fallout Mod Manager (FOMM) ( http://www.fallout3nexus.com/downloads/file.php?id=640 ) and install it.
  • Download Fallout Script Extender (FOSE) - Strongly recommended - ( http://fose.silverlock.org ) and install it.
  • Download and install FOOK2 1.0.
  • Delete EVERY SINGLE 1.0 plugins. WANK, EVE, Mothership Zeta plugins, the main esms, remove them ALL.
  • It is advised that you use a clean install and a new game, rather than continuing a save from previous versions - otherwise many of the fixes may not work.
  • Download and install the new 1.1 Beta 2.
  • Use Fallout Mod Manager to arrange your load order (see Standard Load Order below) and to launch the game with FOSE.
RECOMMENDATIONS:
  • Be careful to remove WANK, EVE and all the other FOOK2 plugins / fixes. They are now integrated into FOOK2 - Main.esm.
  • DIK now require Mothership Zeta to launch itself.
  • Be careful of outdated Compatibility Patches and plugins. WMK-FOOK2 plugin was already too old for FOOK2 1.0, and wasn't compatible with the EVE Plugin (which has now been merged). Outdated plugins may crash your game.
  • Major mods added to FOOK2 1.1 are EVE, Phalanx, DLC Refurbished, AMPUTATE, Selected Containers Respawn, Melee Lock-On, Fellout, Streetlights mod. You must remove those mods from your load order before using 1.1.
  • Be careful if you are using the Unofficial Fallout 3 Patch to load it before FOOK esps. Note that the UF3P Broken Steel patch may be crashing your game, with or without FOOK.
  • Be careful with the Destruction mod, as some of its plugins require WANK as a master - master that don't exist anymore in 1.1. The best solution is probably to remove Destruction until a proper update is made to the mod.
  • It is highly advised to remove FOOK2 & DIK 1.0 from your load order, to wait with your savegame in an empty cell for four days, and then to activate FOOK2 1.1 if you dont want to create a new character. Check the credits for other incompatiblies that may happen with 1.1.
  • Be careful to have your game updated to official patch 1.7, and your FOSE to at least v1.2b.
  • Remove anything of value from the Amata, Brianna, Lucy West and Colonel Autumn followers before to install FOOK 1.1. They are removed from the mod. The Brianna and Lucy West should be generally usable by loading the original mod. Amata and Colonel Autumn will break the other followers dialogue if they are loaded, however.
  • Follower overhaul mods are not likely to play nice with FOOK.
  • Mods which make modifications to vanilla followers may make the follower not obey commands. If this happens, the author making a FOOK-specific version of the mod (when FOOK it is out of beta) should rectify this.
  • Some mods which add followers will break Malcolm, Deisha, and K-9, and mess up the dialogue for the other followers. This indicates a design problem with the other mod, if this happens.

1.1 Standard Load Order
Official esms must be in the same order as here, and FOOK esps should always be last, again in the same order as here. Use any other mod at your own risks. Almost all Compatibility Patches were made for FOOK 1.0 and are now way outdated, and will kill your game.
  • Fallout3.esm
  • Anchorage.esm
  • Pitt.esm
  • BrokenSteel.esm
  • PointLookout.esm
  • Zeta.esm
  • Calibr.esm
    <other mods>
  • FOOK2 - Main.esm
  • FOOK2 - [DIK] DLC Improvement Kit.esm
    <other mods>
  • FOOK2 - Main.esp
  • FOOK2 - [DIK] DLC Improvement Kit.esp
  • FOOK2 Main [Hotfix].esp
  • FOOK2 DIK [Hotfix].esp
If you dont own the DLCs, just remove anything DLC-related:
  • Fallout3.esm
  • Calibr.esm
    <other mods>
  • FOOK2 - Main.esm
    <other mods>
  • FOOK2 - Main.esp
  • FOOK2 Main [Hotfix].esp

FOOK2 1.1 Features
  • Bug fixing. All the hotfixes released for FOOK2 1.0 and FOOK2 1.1 are integrated, and most bugs reported on our forums are also fixed. The dreaded leveling freeze bug has been squashed. DLCs are all supported and almost everything should work flawlessly ... if everything has been installed right.
  • A lot of suggestions about balance has been heard, and even if we can't list everything, here are some exemples : Tri-Beam Laser Rifles are back on Super Mutant Overlords, Big Guns ammunitions cost less caps. Greater variety of items and outfits. You should be able to find more 2mm ECs.
  • Overhaul of almost all factions about armors. Many new awesome armors, and besides rare exceptions, all armors should now work perfectly, have right dismemberment / VATs settings, and look good.
  • Last version of Phalanx included. That mean Followers will now be useful, skilled, more interesting and perfectly integrated.
  • Last version of EVE included. A lot of new graphics for Energy Weapons.
  • DLC Refurbished mod included. Now you won't be spammed by annoyings pop-ups each time you leave Vault 101. DLCs quests will be found much more smoothly.
  • Fellout and various other Wasteland light mods added. Nights will be scarier than ever.
  • Melee Lock-on Mod added : Who's a man and a half? I'm a man and a half! Berserker packin' man and a half! There's nothing wrong with you that I can't fix ... with my hands!
  • Many new perks and perk tweaks. Some perks edited to be low-level friendly (Child at Heart can be taken at lvl 2, all the +skills perks can be taken at lvl 2, Size Matters up Energy Guns and Big Gun skills). Cyborg has been edited to make robots neutral with you instead of giving you +Energy guns skills
  • FPS style Grenade Hotkey mod integrated !
  • All City gates will now open / close themselves if you are going in / out!
  • Every scripts from the game and its DLCs now compile. GOTY edition ready!
  • Whole new option menu : customize almost everything from FOOK ! Unlimited Night Vision ? No Broken Power Armors ? Colors in Tranquility Lane ? There's no plugins anymore, because everything is handled from here!
  • FOOK 1.1 is the result of many months, and too many hours of work to count. Therefore, there's so many tweaks, undocumented changes and other optimizations that you should rather play the game than read this!

Patch Note (lot of undocumented or minor changes arn't here)

FOOK2 Beta 2:
  • Tweaked Karma gain / loss though some minor Globals and script edits:
  • Quests karma gain / loss were unchanged excepted for some exceptions listed here, and they still are the main way to lose or win karma.
  • It's much easier to lose karma than to win some (-50 for killing innocents, +25 for killing Evils). People wanting Good Karma will have to resist if they dont want to succumb to the vices of the Wasteland.
  • Karma Tresholds are still the same (-750, -250, 250 and 750), with limits at -1000 and 1000, so that way it's compatible with mostly every mods and Broken Steel.
  • You'll just win / lose way fewer Karma for doing things out of quests (losing less karma for killing, winning less karma for giving water ...). You wont end up Evil if you're not actively working for it and you'll be Neutral more easily.
  • You now gain / loss 75 karma for helping or insulting Amata in Vault 101
  • You will now lose karma for eating, killing or executing a Super Mutant / Raider Captive
  • You will now lose less karma for Enslaving bad people
  • You will now gain twice the karma if you give the Amorous Attire to Ronald Laren without asking for money
  • Killing Alien Workers in Zeta won't reduce your karma. Seriously. It wont raise it either, though.
  • You need lvl 7 and Very Good / Very Evil Karma to be offered a chance to rejoin the Regulators / Contract Killers.
  • Most of the melee weapons were rebalanced! A bit more factions will use melee weapons now, and at different levels!
  • You're now able to come back to the Anchorage simulation! (although you don't get to repeat it (yet), it's just for sightseeing).
  • Removed the unlocked Fallout 3 haircut (Cherry Taste) from the vanilla races to bring back FOOK compatibility with beauty mods (looked good on paper)
  • Medic Power Armors fixed by JustinOther
  • Many fixes (CTDs, Fast Travel, Explosive Entry, NVGs, etc) by JustinOther
  • Fixed a skeleton in Georgetown, behind the McClellan Family House
  • Fixed many weapons placement / healths in the world
  • Added a bit of variety on big revolvers (checked whole Fallout 3 + DLCs esms to replace some .44 Magnum with other revolvers)
  • Removed the extra Gene Projector in the Memorial Sub-basement in the Broken version of Projet Purity (was already done for vanilla).
  • Bring vanilla icons back for Darts, Mini Nukes and 5mm bullets
  • Tweaked Projectiles of all Small Guns to Pass Throught Small Transparent surfaces and to use the xCALIBR range / Speed / impact force data.
  • Corrected Candy Keller diary and the Vault 87 Overseer Scouting Report
  • New item "Acme(TM) Firearm Identifier" is being distributed for free throughout the Wasteland wherever supplies and weapons are sold. It is a small, handheld weapon database which was in common use Pre-War on the East Coast. It recognizes important facts about weapons, including the ranges everyone (except maybe you) uses those weapons (IE: close quarters combat, mid-range, long/sniper range). Get yours off of someone's desk today!
  • New item "The Encyclopedia of Small Guns" can be purchased wherever you buy small arms. It is a pre-war book which has been reprinted and is now offered for sale. It has important details (such as max damage rating) and interesting facts about all of your favorite small guns. Big Guns and Energy Weapons Encyclopedias are coming soon!
  • Added a Winchester P94 Plasma Rifle in Mothership Zeta
  • Enclave Ammo boxes will have a very higher chance of spawning Enclave ammos (8mm DU, 5mm, 14mm ...) rather than russian ammunitions
  • Famas H3 renamed BRII Assault Rifle
  • Callahans Magnum fixed
  • Fabarm SDASS Tactical shotgun to Fabarm SDASS Tactical Shotgun
  • Updated the Contract Killer / Lawbringer loading screens
  • Two of the Anchorage Exhibition Animatronics are now female
  • Correct a handful of dialogs to say 5.56mm ammo rather than .556
  • Flame Weapons get their own repair lists
  • Implemented bleeding to the Axtinguisher
  • Night Vision added to Colossus, Cerberus, Crusader and Hei Gui Helmets.
  • Updated the various Bandana to use the higher-quality Headwraps textures
  • Removed a number of redundant, ugly or useless apparel items (Bandana Headband were just bandana ...) but also created a handful of new ones.
  • Fixed the twins Rivet City water Caravans Guards
  • Fixed the clipping Aqua Pura crate in the Citadel
  • Fixed the DLC04 vases being away from their paintjob
  • Fixed Captain Mustang not having a ghoulish voice
  • Fixed the Enclave GPS Terminals not adding Map Markers
  • Fixed two Vault 87 lockers disappearing (Room Marker being too short)
  • Added Missile Launcher to the "ExplodeGasTrapsOnHit" FormList, but not the Miss Launcher (which is some kind of weird grenade launcher)
  • Edited a bit RC guards, they'll have more SMGs at higher level and more pistols at low level
  • NVG with no FOSE fix'd. The various NVG - <Color> items can now be used without problems by you.
  • Fixed Explosive Entry 0% chance
  • Fixed the Enclave pylons around Jefferson Memorial appearing too early
  • Fixed the Enclave soldiers in Raven Rock
  • No more kamikaze / suicidal BoS Citadel guards
  • Edited the Spread of the Terrible Shotgun and the Protectron's Gaze weapons (Protectron's Gaze will now act as intended, as some kind of laser shotgun-pistol )
  • Deleted a doubled map marker at the Crash Site.
  • Fixed a bug with the Lawbringer quest - script was referencing the Contract Killer quest for the kicking stage
  • when Bob becomes the new President of the Republic of Dave, Dave's safe is now set as yours, as for the other candidate victory
  • Removed the FookWJSEnchLaserMed [ENCH:07E7E85C]effect from the Metal Blaster to try to make it easier for your PC hardware
  • Fix the reported purple loading screen
  • Fix Guy Montag's Axe with the proper mesh
  • Fix the new PL unique weapons to disappear properly when taken from the ground
  • Fix a vanilla bug :when you find Argyle, Herbert Dashwood wont act as if your stealing from his safe anymore
  • Two mispellings fixed in dialogs with Walter and Haley
  • Various fixes to Paladin Gunny, Paladin Glade and some BoS Scribes in the Citadel. Gunny and Glade wont whare the same AI packages anymore, and Gunny will now have his own bed / chair in the Great Hall.
  • Add a new NPC in the Citadel.
  • Fix the bugged Zeta Death Ray Cool stuff not exploding
  • You wont be able to scrap things at a workbench without buying a scrapper anymore (only be fixed on new saves)
  • Molotov Cocktails wont bug when put in people's pants anymore, but may now explode while being thrown
  • Fixed the Toughness bug description to use FOOK DR values
  • Slight edits to the Big Town regulators not to spawn just after being killed when entering a Big Town cell.
  • Removed CG03 check for menu access (it looked good on paper)
  • All EVE scripts with luck checks revised / should now render loot unconditionally in their ash/goo piles
  • Gun encyclopedias can now be found around the world
  • Doctors NPCs will have a lot of stimpaks and super stimpaks now
  • Fixed Dad falling through the bridge of Rivet City
  • Firestorm Cannon and Drone Cannons wont hide your backpack anymore.
  • Corrected the Impact Data set of Colonel Autumn's AEP7
  • Anchorage Norinco Type 56 wont be given with 556mm bullets anymore
  • Re-organized totally the SwampFolksWeapons FormList and their loot list to try to remove the animation bugs.
  • Rebalanced slightly the Cyborg perk by having higher requirements
  • Added a Hei Gui Stealth Helmet to the QA boxes.
  • Removed a Wazzer Wiffle in a Potomac boat.
  • Removed the 4 unarmed mines around Fort Bannister
  • Sid of Vault 87 wont be hostile to you if you picklock / hack his terminal, but beware the other ways to free him.
  • Fixed the disappearing ammos in Springvale School basement and in the Talon Company truck near the Talon Outpost
  • Fixed the Aqua Pura trap crates appearing too early near Evergreen Mills
  • Fixed the Warthog reloading animations
  • Fixed the bugged security terminal in LOB Building
  • All destructible mines, grenades, projectiles and ammunitions are now much more resilient. The Gold Ribbon Grocers Rube Golberg machine should be fixed by that.
  • Rebalanced the Gas Trap / Harold Burning FormLists by removing or adding weapons.
  • Added a new room to the Rivet City Science Lab
  • Fixed the Patrick ghoul in Underworld to Patricia, fixed the Militia Leather Jacket name, changed a bit the Anchorage Reclamation laser pistol, fixed Initiate Jennings and Theo dead bodies, fixed the Embush Road map marker to Ambush Road.
  • Removed the EVE crit death from Operation:Anchorage laser weapons.
  • Fixed the Abandoned Tent leading to a strange Warp Zone.
  • Fixed the door into underworld, as it moved followers without doing a distance-based reality check.
  • Fixed Tranquility Lane crashs
  • Fixed the Megaton / Wasteland cell transition crashs.
  • Fixed the Anchorage Montgomery and ending bugs.
  • Citadel door opening prematurely fixed.
  • The Shocker wont explode gas trap on touch anymore
  • Dr Li missing from Rivet City fixed
  • Fixed Megaton gates
  • Fixed the dead raider in Springvale.
  • Pulse projectile fixed
  • Citadel Fast Travel Crash corrected
  • Corrected lot of FOOK notes
  • MZ Alien Disintegrator and Captain's Sidearm will use the correct Energy Weapons icons.
  • MZ Destabilizer should (hopefully) use the right animation. Captain's Sidearm damages will be properly reduced by Energy Resistance.
  • Corrected a slight Scrapper problem that could duplicate misc items.
  • Raised the Sight FOV of the HK XM8 Compacts, Spec Ops XM8 and HK G-11 K1 since they dont use scopes anymore.
  • Fixed Ol' Painless mesh.
  • Doc Li's bed will now be her rightful property.
  • Corrected a lot of unselectable perks to be selectable again.
  • Vaby Carriages and Mailbox traps wont require more than their Skill requirement to disarm anymore.
  • Naked BoS soldiers fixed.
  • Upgraded the Outcast Combat Armor textures to look better.
  • Raiders should attack Caravans agains. Also, Traders wont attack you anymore if you attack other human factions in front of them.
  • Thanks to AliceShade for fixing the Wattz 2000 and the Magneto laser pistol meshes! Smuggler's End and Wattz 2000 Laser Rifle models changed to use them.
  • Many missing DLC melee weapons added to the FOOK QA METAL BAWKSES.
  • Metal Helmet and Raider Metal Helmet will use different female meshes.
  • Various tweaks to Talon Company headgear to avoid clipping, invisible faces and hats going invisibles.
  • Upgraded the Advanced Power Armor + Helmet look.
  • You can now repair all Fields Jacket together.
  • Renamed a lot of weapons to follow this convention : <Name of the Weapon> (Faction, Pre-War, Color, Silenced, Scoped, Tactical, Ext. Clip). "Silenced N99 10mm Pistol" is now "N99 10mm Pistol (Silenced)".
  • Anchorage 10mm pistols and Type 56 rifle back to the Winterized look.
  • Changed the ammo box in Georgetown near the Barrett Rifle to a 14mm-only box.
  • All FOOK 1.1 armors related-issues should be fixed.That counts : Regulator Heavy Armor with invisible wrists and wrongly-held weapons, Talon Armors with invisible wrists, pipboy and 1st person clipping for a lot of armors, Field Jacket (Woodland) dismemberment ...
  • Fixed the two Madame's brothel double door bug.
  • Removed the two dog spawn points near the Cruz Estate / Regulator HQ.
  • Re-allowed Lockpicking on Xbox 360 gamepads
  • No more crash on headshotting Good guys with the Contract Killer perk.
  • In Taft Tunnel escape scene, Dr. Li and her followers should behave correctly more frequently (Dr. Li's forcegreet, etc)
  • Dad escort after Tranquility Lane, to Rivet City: You can now give Dad weapons and armor for your trip to Rivet City (he returns them later), and he does not leave you far behind any more.
  • Repaired Anchorage problem: The FOOK-introduced problem of Sgt. Montgomery having extreme slowness while following the player in certain early Anchorage scenes is resolved.
  • .
  • Follower-related updates to Beta 2 - This information supercedes any Beta 1 follower notes -
  • .
  • Warning: ZETA DLC compatibility is still not complete. Dismiss or make wait all followers before doing this DLC or Zeta can break.
  • Anchorage DLC: Followers are now properly integrated. You can take them all the way into the Outcast base, and they wait next to the pod.
  • Distance-based and skill-requiring weapon selection by followers now includes DLC weapons. However, all followers love Alien Weapons regardless if they have Energy Weapons skill.
  • Occasional ammo malfunctions within followers' inventories has been addressed (such as ammo multiplication and certain ammo types morphing into different kinds). If this happens in your game, please report it!
  • The malfunction where a follower's carried-only inventory would accumulate a group of duped weapons should be resolved.
  • It is no longer possible to take Malcolm's ammo or weapons away from him if you have not yet reached level 5 (you can however give him stimpacks).
  • If you are lower than level 5, if you give Malcolm any weapons to use, it will cause him to give the weapon back to you as well as any extra ammo or armor you've passed to him. He figures you are a noob and should be the one using that stuff.
  • When not in combat, if you are lower than level 5, if Malcolm has looted any weapons off of enemy corpses, he will give you those weapons and any other extra ammo/gear he acquired.
  • Gruesome, deathlike dismemberment of Fawkes, K-9, and Dogmeat, when the follower has not actually "died" but is just unconscious, should no longer happen.
  • A rare possibility of followers who are near the player suddenly being teleported to Underworld's door for no good reason has been resolved.
  • The game now does an automatic test for follower-related mod conflicts each time you hire a follower that FOOK/Phalanx expects to control. It is a silent test if no failures are detected.
  • If you "fire" a follower from your team (this is different from "dismiss"), you are now warned via a message box beforehand that while in a "fired" state, they do not have "battle-hardened" type characteristics - and if they die while "fired" they do not go "disabled" but die permanently. It's always been this way in Phalanx, the only difference is that the player is now warned about it.
  • Most instances of "wristwatch weapons" after using load doors no longer happens to followers. It still happens to Fawkes, however.

FOOK2 Beta 1 (included in Beta 2):
  • Big Revamp of the Bos & Outcast Factions
  • Now Combat Armor Sets will always match (Combat Armor will go with Combat Helmet, Combat Armor Mk II will go with Combat Helmet Mk II or Crusader Helmet) and leave possibility for a beret (color is linked to rank of soldier !).
  • Power Armored Troops will now have the possibility to wear T-47 Power Helmets at higher levels.
  • Power Armored Troops will use a mix of high-tech Melee Weapons, Big Guns, Energy Weapons and a few Small Guns (no more Sniper Rifles and Sub Machine Guns).
  • Combat Armored Troops will use a mix of Small Guns (including Sniper Rifles and Sub Machine Guns), Energy Weapons and a few Machine Guns. Bozard added to Sniper Rifle loot lists.
  • Outcast Faction : Mirror the BoS changes. As they are a bit more tech-savy and more secluded, they have a bit more Power Armors, Energy Weapons, and less accessories.
  • FOOK2 - Main
  • Turrets overhauled : they will now be deadlier, and will level up as every other creatures classes. They'll sneak as default behavior, so turrets you suddenly activate will surprise npcs.
  • Your Megaton House sink will now heal as much as the other sinks of the town.
  • SPAM made optional: The first CGTutorial message is now a messagebox which allows the user to block all the rest.
  • All ingestibles (separate from med weight option) can be set to have weight or not including DLC foods.
  • New Grenade Launcher weapon!
  • Medic Power Armors fixed.
  • Shorted some ridiculously long messages (like crafting messages).
  • You may now loot axes from Firehose box! We may have to reduce the luck of finding them though. Something like 90 of chance none?
  • Made a Bag of Holding 'God' container for the cheat menu '='
  • Removed the former Object Effects abreviations.
  • Slight edit to the Reilly's Ranger quest, now you'll be able to ask for a Ranger Battle Helmet with the Armor.
  • Contract Killer perk edited to mirror the quests we made around the Lawbringer one. You'll now be able to join them by doing a quest available only if Very Evil karma.
  • P-SA2 Plasma Pistol becomes MPL-P2 Plasma Pistol, PM-A4 Plasma Rifle becomes MPL-R4 Plasma Rifle, P-HA9 Plasma Gatling becomes MPL-M7 Plasma Gatling -> they now follows the Mothership Zeta's "MPLX" name. It stands for Military Plasma Experimental. Now it's Military Plasma <Pistol, Rifle, Minigun> <version number>
  • The HairFemaleCherry haircut was before non-playable, it is now under, the name of Cherry Taste.
  • Upgraded the Economics of Violence subquest to upgrade Pronto's Inventory with almost any 545mm assault rifle
  • The Compact XM8 and variants and the HK G-11 K1 dont use their scopes anymore and can be used as Close-quarter combat weapons.
  • Bos & Outcast Combat Armors now have faction decals
  • Higher Level of Super Mutants should be more skilled with their weapons.
  • 12.7mm DU ammunitions back to vanilla 5mm ammunitions. All weapons checked to use right projectile / shell casing.
  • Someone fast traveling to Dupont Station wont fall under the walls anymore.
  • Roy Philips is now tagged as Evil.
  • Arsonist perk will now only work with flame-based weapons.
  • M1918 BAR, RPK-74, Achilles Heavy Assault RIfle & Armalite DKS-402 Sniper Rifle are now correctly Big Guns
  • Benelli M4 Super 90 & variants are using the right animations
  • Nerfed some Object Effects to be closer to vanilla.
  • Changed the way raider armors work. Now there's an Heavy armor list and a normal armor list. The higher the level, the higher the chance of a Heavy armor (including Raider Metal / Throwdown and three new armors, including the dreaded Raider Power Armor!)
  • The Paradise Lost will now be correctly be called Dante's Inferno
  • The vanilla Assault Rifle wont be overrided anymore by FOOK2 HK G3A3. The G3A3 will now be a new weapon, and will replace every Assault Rifle (now known as R91 Assault Rifles) in the world. But you can still find the (updated) vanilla Assault Rifle in the QA boxes. The same can be said for the Chinese Assault Rifle / Norinco Type 56.
  • Checked ALL notes and terminals of the game, including DLCs, to make sure they are placed and / or used somewhere. That means new notes in Fort Constantine, Underworld, the Citadel - Lab Area, near the Pitt Power Plant, in Old Olney Powerworks, in Mama Dolce's, Vault 108,and more. All notes from F3, DLCs and FOOK can also be found in the new [Notes] QA box.
  • GOAT updated to be much more interesting ! New messages are clearer on the Skill they represent, the new script now make really sure you Tag the skills you want, and you're also awarded perks as rewards! Oh my!
  • Regulators now have a slight chance to spawn with a bagpack. Pronto may also sell bagpacks if you upgraded his stuff.
  • All the AK-47 / Norinco Type 56 variants now use the vanilla Chinese Assault Rifle sounds, a lot easier on the ears.
  • Reduced heavily the chance of founding child's toys in Gorebags.
  • Regulators rebalanced to be more skilled and have more Hit Points than Talon Company Mercs, compensating for their lower-quality armors.
  • Enclave Officers rebalanced and fixed to wear a variety of outfits while keeping their Officer style.
  • All civilized human factions should now try to protect Traders.
  • Many old FOOK food can now be found all over the world !
  • Added the Perforator grenades to the Explosives box
  • Included a new Gas Station texture which remove any Oil reference.
  • FOOK QA containers upgraded. Now include a Note container for lore-nuts!
  • Timed explosives are back!
  • Uploaded Loading Screens and Skill descriptions for FOOK.
  • Updated or removed a lot of records related to NPCs to make the mod more compatible with MMM and Project Beauty.
  • Changed the two MegatonSteamIdleMarker in Megaton to have the water leaks as enable parents, so if you fix the leaks, people will stop to stare at it.
  • The Brass Lantern and the Stahl family has been upgraded to be more coherent with their setting (the computer will react differently if you cure Leo, etc). Try to find the Crumpled Note!
  • DLC Improvement Kit
  • Several Broken Steel monsters nerfed. But Albino Scorpions are now bigger!
  • Super Mutant Overlords should have a much more potent selection of weapons, while still being random and varied.
  • Fixed a bug which had the slaves not talking anymore after some point in the Pitt.
  • Ammo Press edited to support 25mm HE ammunitions. Be careful, they require a lot of materials.
  • Balanced the Zeta Alien shields a bit better : they'll be stronger at low level, and less strong at higher levels.
  • Swing for the Fences will now buff any melee weapon damages rather than only axes

1.1 Credit UpdateNon-Nexus links:

Talon Company Trucks, by Sunergy :
http://www.fookunity.com/forum/showthread.php?t=1998

Better Prompts, by princessstomper :
http://princessstomper.wordpress.com...etter-prompts/

Combat Armor decals, by Lord Inquisitor :
http://www.fookunity.com/forum/showthread.php?t=1705

Armors, by Jethead :
http://www.fookunity.com/forum/showthread.php?t=3794

Phalanx and FOOK 1.1

FOLLOWERS CHANGES - - BETA RELEASE

Followers are overhauled. In using the BETA, you are helping test them!

Here is what to be aware of :
  • There are 3 new followers. Malcolm is in Megaton. Deisha is in Rivet City during business hours. K-9 is a cybernetic dog standing around the side of Megaton's wall, to the right of Megaton's main gate.
  • All followers should function properly throughout Broken Steel + Point Lookout + The Pitt.
  • They no longer have limitless-ammo weapons upon hire, but they come with several weapons + substantial ammunition for them.
  • Dogmeat's default combat behavior is different, if you have him parked you should try him again.

There are no limitations on how many followers you can have at once, and, their karma-hire restrictions are different :

No karma restrictions: K-9, Charon, Jericho, Malcolm, RL3, Butch, Dogmeat
Neutral or Positive karma for hire, re-hire at any karma: Deisha
Negative karma for hire, re-hire at any karma: Clover
Positive karma for hire and re-hire: Fawkes, Star Paladin Cross

You can now see the skills that your follower has via "inspection" dialogue option. This is important because Followers can no longer use weapons that they do not have the correct skill for. For example, if a follower without Big Guns skill tries to use a Big Gun classified weapon, it gets moved into the follower's "Carried Stuff" inventory instead of being used for long.

*************************************************
* Distance-based weapon selection please read
*************************************************

Followers choose weapons for their fights based upon distance from the target. They percieve 3 ranges - sniper range (long), mid-range, and close. In a fight, if distance from the target changes, they switch among their weapons.

Please report if you see anything like this:

* If, after fights are completed, a followers' ammo amount seems to be drastically wrong, like DOUBLED or more, or an entire type of ammo is missing that you know should be there.
* During a fight, if a follower seems to keep re-equipping his weapon for the duration of the fight instead of fighting, this is a malfunction, please report it.
* Be aware that followers loot a lot, now. If there is some extra ammo but it is not 2x what you were expecting, it's probably not the condition I'm on the lookout for.

-------------
Notes for you on follower distance usage - what to expect -
  • SubMachineGuns = close
  • Some shotguns = close
The close-range shotguns are:
  1. Sawed-off Shotgun
  2. Kneecapper
  3. BM16
  4. Ornate Unique
  5. Striker
  6. TOZ34
  7. Remnington short barrel
  • Plasma Pistols = close
  • Flamers = close
  • Other shotguns = mid
  • Assault Rifles = mid
  • Machine Guns = mid
  • Plasma Rifles = mid
  • large-caliber pistols = mid
  • Gatling guns = mid
  • Heavy Incinerator = both mid and long
  • Hunting rifles/sniper rifles/laser rifles = long
  • Missile Launcher = ANYIME! (but frequently long or mid)

Weapons from most DLCs are now used in this system
-------------------------------------------------------------

There is some new quest content you could test (not wholly follower-related):

1. There is a new area that will become available at level 12 or afterward, visit Rivet City a few times to get the map marker to it.
2. This area is mostly unused until after the Project Purity MQ is completed.
3. Then, a quest line that is still in development comes available in this new area, starting with "Directed Action". Please be aware:
  • The combat difficulty of this quest is higher than average. If its TOO hard, please give feedback.
  • This quest is only about half implemented! Right now there is only one "path" to take through this quest, but in final there will be 2 or maybe 3. It's completely linear now.
4. After "Directed Action" is complete, please gift yourself about 50,000 caps, and have Robert equip you and your followers with radio-enabled Pip Boys (console command: player.additem f 50000).
5. Your new base's intercoms work.

Known issues NOT to report:
  • In Point Lookout, after leaving the Sacred Bog after the hallucination scene, one too few followers may be standing with you (The follower should show up a bit later, or "Gary" near Megaton can retrieve it).
  • Shortly after combat, followers' equipped weapons will flicker briefly.
  • Followers who almost-die while in combat, and are lying on the ground, may have gruesome, exploded bodies as they lie there. This is a problem which will be repaired in final version.
  • Followers exit dialogue is "I need to go now" and the follower replies "Come back if you need something". Hopefully, this will be repaired in final version.
  • "Wristwatch" carried weapons (this is a cosmetic problem and does not affect follower function)
  • Followers now like to loot corpses and they are slow at it. They can stand over a corpse for as long as 20 seconds, staring at the thing. I may be able to speed this process up later, we'll see.
  • Followers who stim themselves tend to be slow at it, and the stimpack-animation is not always visible. They can appear to be standing there, locked up, but they are actually not. I may be able to speed this process up later, we'll see.
  • Followers frequently equip a melee weapon while searching for an enemy, then switch to ranged when they find it.
  • Fawkes is now talented at unarmed combat, and uses fists frequently.
  • Vendors in "The Black Hole" are not finalized
  • Weapons from The Pitt, Point Lookout, and Zeta are not selected by followers based upon distance right now.
  • Follower issues with Anchorage and Zeta DLC. This BETA does not have follower compatibility for those 2 DLCs.

FOOK v1.1 Options
  • Set all options to FOOK2 Defaults
  • Nightvision Options
    • Enable nightvision on Power Helmets (Default)
    • Disable nightvision on Power Helmets
    • Bind a different nightvision hotkey (Default is 'N')
    • Toggle nightvision with a hotkey
    • Toggle nightvision with an inventory item (Nightvision Switch)
    • Use Alternate NVG Effects
    • Use Default NVG Effects
    • Nightvision charging options
      • Show charge status messages
      • Don't show charge status messages
      • Don't show charge status (HUD)
      • Show charge status in lower-right (HUD)
      • Show charge status in crosshair (HUD)
      • Disable audial low charge warning
      • Enable audial low charge warning
      • Charge Duration Options
        • One minute
        • Two minutes
        • Three minutes (Default)
        • Five minutes
        • Ten Minutes
        • Fifteen minutes
        • Twenty Minutes
        • Thirty minutes
        • Unlimited Charge
        • Back
      • Back
    • Back
  • Explosive Breach Options
    • Explosive Breach (Default Settings)
    • Disable Explosive Breach
    • Items CAN be destroyed
    • Items CANNOT be destroyed
    • Explosives CAN fail
    • Explosives CANNOT fail
    • Timers CAN malfunction
    • Timers CANNOT malfunction
    • More Explosive Breach Options
      • No penalty while in combat
      • 25% Penalty while in combat
      • 50% Penalty while in combat
      • 75% Penalty while in combat
      • 100% Penalty while in combat
      • Difficulty: Easy
      • Difficulty: Normal (Default)
      • Difficulty: Hard
      • Back
    • Back
  • Heavy Weapon Handicap Options
    • Enable Heavy Weapon Handicaps (Default)
    • Disable Heavy Weapon Handicaps
    • Enable running while heavy weapons are equipped
    • Disable running while heavy weapons are equipped (Default)
    • Back
  • FOSE Options
    • Reset Menu Hotkey (Default is 'O')
    • Disable Power Armor Battle Damage
    • Enable Power Armor Battle Damage (Default)
    • Melee Lock On
      • Enable Melee Lock On (Default)
      • Disable Melee Lock On
      • Remap Melee Lock On Hotkey (Default is 'C')
      • Back
    • Grenade Hotkey
      • Disable Grenade Hotkey Feature
      • Enable Grenade Hotkey Feature (Default)
      • Bind a new Grenade Throw Hotkey (Default is 'G')
      • Bind a new Grenade Toggle Hotkey (Default is 'H')
      • Define your attack key (Only required if your attack key is NOT LeftMouseButton!)
      • Back
    • Leveling Options
      • 100% XP (Default)
      • 75% XP
      • 66% XP
      • 50% XP
      • 33% XP
      • 25% XP
      • Scale quest XP to match preference
      • Don't scale quest XP
      • Set level bump base
        • Set Bump Base to 100
        • Set Bump Base to 150 (Default)
        • Set Bump Base to 200
        • Set Bump Base to 250
        • Set Bump Base to 300
        • Set Bump Base to 350
        • Set Bump Base to 400
        • Set Bump Base to 450
        • Set Bump Base to 500
        • Back
      • Back
    • Camera Settings
      • FOV 75 (FO3 Default)
      • FOV 80
      • FOV 85
      • FOV 90
      • FOV 95
      • Right positioned 3'rd person camera (Default)
      • Left positioned 3'rd person camera
      • Centered 3'rd person camera
      • Set to FO3 Defaults (Disable Feature)
      • Back
    • Blood Settings
      • None
      • Minimal
      • Normal (Default Fallout 3)
      • Increased (FOOK2 Default)
      • Bloodbath
      • Back
    • More FOSE Options
      • Weighless Meds (FO3 Default)
      • Weighted Meds (FOOK2 Default)
      • Fast Terminals (FOOK2 Default)
      • Slow Terminals (FO3 Default)
      • Enable Workbench Repair (Default)
      • Disable Workbench Repair
      • More FOSE Options
        • Enable No Repair in Combat (Default)
        • Disable No Repair in Combat
        • Back
        • Done (Exit Menu)
      • Back
    • Back
  • DLC Options
    • Operation: Anchorage
      • Force-Start Operation: Anchorage
      • Allow GNR in Anchorage Simulator
      • Disallow GNR in Anchorage Simulator
      • Allow Enclave radio in Anchorage Simulator
      • Disallow Enclave radio in Anchorage Simulator
      • Allow Agatha's Station in Anchorage Simulator
      • Disallow Agatha's Station in Anchorage Simulator
      • Back
    • The Pitt
      • Force-Start The Pitt
      • Allow GNR in The Pitt (Strong signal only)
      • Disallow GNR in The Pitt
      • Allow Enclave radio in The Pitt
      • Disallow Enclave radio in The Pitt
      • Allow Agatha's Station in The Pitt
      • Disallow Agatha's Station in The Pitt
      • Back
    • Broken Steel
      • Back (No options yet)
    • Point Lookout
      • Force-Start Point Lookout
      • Allow GNR in Point Lookout (Strong signal only)
      • Disallow GNR in Point Lookout
      • Allow Enclave radio in Point Lookout
      • Disallow Enclave radio in Point Lookout
      • Allow Agatha's Station in Point Lookout
      • Disallow Agatha's Station in Point Lookout
      • Back
    • Mothership Zeta
      • Force-Start Mothership Zeta
      • Allow GNR in Mothership Zeta
      • Disallow GNR in Mothership Zeta
      • Allow Enclave radio in Mothership Zeta
      • Disallow Enclave radio in Mothership Zeta
      • Allow Agatha's Station in Mothership Zeta
      • Disallow Agatha's Station in Mothership Zeta
      • Back
    • Back
  • MyFOOK2
    • Turn S.H.A.D.E. on
    • Turn S.H.A.D.E. off
    • Swap "Rape Victims" with "Torture Victims"
    • Swap "Torture Victims" with "Rape Victims"
    • Black and White Tranquility Lane (Fallout 3 Default)
    • Color Tranquility Lane (FOOK2 Default)
    • Back
  • Backpedaling Options
    • Enable Back Pedal Feature (Default)
    • Disable Back Pedal Feature
    • 75% Back Pedal Speed
    • 66% Back Pedal Speed
    • 50% Back Pedal Speed
    • 33% Back Pedal Speed
    • 25% Back Pedal Speed
    • Retain Agility While Back Pedaling
    • Lose Agility While Back Pedaling (Default)
    • Back
  • More FOOK2 Options
    • WANK (World and Neighborhood Improvement Kit) Options
      • Enable WANK Map Markers (Default)
      • Disable WANK Map Markers
      • Enable WANK Notes and Terminals (Default)
      • Disable WANK Notes and Terminals
      • Enable 2,273 placed skeletons (Default)
      • Disable 2,273 placed skeletons
      • Back
    • Enable "Tools of the Trade" (Default)
    • Disable "Tools of the Trade"
    • Dialogue Disabling Options
      • Disable 'That's locked for a reason' Comments
      • Enable 'That's locked for a reason' Comments
      • Disable Pickpocket Comments
      • Enable Pickpocket Comments (Default)
      • Disable Clumsy Player Comments
      • Enable Clumsy Player Comments (Default)
      • Disable Comments when the player picks up objects
      • Enable Comments when the player picks up objects (Default)
      • More Dialogue Disabling Options
        • Enable Comments about standing on furniture
        • Disable Comments about standing on furniture
        • Back
      • Back
    • Add PipBoy Glove
    • Remove PipBoy Glove
    • Enable Street Lights (Default) <-----1.2 will have a quest to restore power to the grid so their presence will make more sense
    • Disable Street Lights
    • QA Testing Menu
      • QA Testing Containers
        • Enable QA shelf outside Vault 101
        • Disable QA shelf outside Vault 101
        • Weapons and Ammo
          • FOOK [SmallGuns]
          • FOOK [BigGuns]
          • FOOK [EnergyWeapons]
          • FOOK [Unarmed&Melee]
          • FOOK [Explosives]
          • FOOK [Ammo]
          • Back
        • Apparel and Armor
          • FOOK [Apparel]
          • FOOK [Armor]
          • FOOK [PowerArmor]
          • Back
        • Misc, Ingestibles, and Other
          • FOOK [Misc]
          • FOOK [Ingestibles]
          • FOOK2 [Notes]
          • Destroyed Power Armor
          • Back
        • Back
      • Access Bag of Holding (Cheat Container)
      • Back
    • Add/Remove Field Salvage Kit
    • Add/Remove Power Armor Training
    • Back
  • Done

Last edited by xporc; 06-03-2010 at 03:36 PM.
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Old 05-27-2010, 01:37 PM   #2
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*plays John Williams music*

Stealth release OMGF

Last edited by xporc; 05-27-2010 at 01:55 PM.
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Old 05-27-2010, 02:12 PM   #3
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We need you guys!!!
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Old 05-27-2010, 02:23 PM   #4
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can i just say "thanks for your efforts gals & guys..."?
i'm currently trying to upgrade the CP's for the popular mods. let's see how far i'm going to get
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Old 05-27-2010, 02:29 PM   #5
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Quote:
Originally Posted by xporc View Post
*plays John Williams music*

Stealth release OMGF
*Braces himself against the huge wave of load order threads* :P
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Old 05-27-2010, 03:02 PM   #6
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WAAAGH PARTY HARD!!!

If you gotta problem with downloading from these links use this http://jdownloader.org/home/index?s=lng_en

Put links in "Links catcher" and add them to downloading list if they're available.
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Old 05-27-2010, 04:57 PM   #7
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Quote:
Originally Posted by Grandson of Sam View Post
*Braces himself against the huge wave of load order threads*
"Hey, Grandson of Sam, wry is it that my game doens't work? Here's my loadorder:

Fallout2.esm
DLCcc.esm
FOOK 2 - WANK.esp
Lolwhut.esp
FOOK2 - DICK.esm

Every time I shoot someone with a new FOOK gun it crazhes! "

Shoo! Under yer bridge you go!

Last edited by atikabubu; 05-27-2010 at 05:08 PM. Reason: TROLL DETECTED! DO NOT FEED!
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Old 05-27-2010, 06:50 PM   #8
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I'm just gonna go out and say that you can't install this over 1.1 beta 1 instead start fresh with 1.0rc and use new beta files over that.

Anyway Gj with the new beta stuffs lots of fixes hopefully there won't be many more.

Here is a simple screenshot of me with the infamous on my part, Ol' Painless with a WMK Scope Attachment and extended clip.

Click to View @ Tinypic

Good Work!
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Old 05-27-2010, 07:45 PM   #9
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So, to confirm, because I am stupid, the ideal procedure would be:

1. Install Fallout 3.
2. Install FOOK Main Files v1.0 RC.
3. Delete everything related to 1.0.
4. Download and install FOOK2 v1.1 Beta 2 files.
5. Profit.

Correct? So what if we want to install Beta 2 over Beta 1? Can we jump directly to step 4? Or would that result in things blowing up and widespread mockery of our pain?

Edit: Whoops, missed Flapjack's post there, m'bad. What happens if we try to install over Beta 1? I ask merely out of curiosity.
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Old 05-27-2010, 08:04 PM   #10
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Quote:
Originally Posted by bhamv View Post
So, to confirm, because I am stupid, the ideal procedure would be:

1. Install Fallout 3.
2. Install FOOK Main Files v1.0 RC.
3. Delete everything related to 1.0.
4. Download and install FOOK2 v1.1 Beta 2 files.
5. Profit.

Correct? So what if we want to install Beta 2 over Beta 1? Can we jump directly to step 4? Or would that result in things blowing up and widespread mockery of our pain?

Edit: Whoops, missed Flapjack's post there, m'bad. What happens if we try to install over Beta 1? I ask merely out of curiosity.
My menu wouldn't load up, kinda like when you wait for fose to load and then your cursor pops up allowing you to go to main menu cept it never did dunno if that's a side effect or whatever. So i would do Step 1-5 but when you say delete everything related to 1.0 make sure that's just the esp's and esm's that come with 1.0rc and just use the ones with 1.1 beta 2.

Edit: Menu not loading caused by MasterUpdate just re-dl'ed the main files.

Last edited by Flapjack; 05-27-2010 at 08:39 PM.
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Old 05-27-2010, 08:36 PM   #11
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Quote:
Originally Posted by bhamv View Post
Edit: Whoops, missed Flapjack's post there, m'bad. What happens if we try to install over Beta 1? I ask merely out of curiosity.
Basically, if you try to run 1.1b2 in a game started with 1.1b1, some of the fixes, including important ones like the crash on entering/exiting interior cells fix, probably won't work.
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Old 05-27-2010, 08:41 PM   #12
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Quote:
Originally Posted by Cpl_Facehugger View Post
Basically, if you try to run 1.1b2 in a game started with 1.1b1, some of the fixes, including important ones like the crash on entering/exiting interior cells fix, probably won't work.
Would it cause any additional harm to do so, or will you just continue to experience the same crashes/bugs/etc that you were experiencing in 1.1b1?
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Old 05-27-2010, 08:42 PM   #13
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Quote:
Originally Posted by DataKing View Post
Would it cause any additional harm to do so, or will you just continue to experience the same crashes/bugs/etc that you were experiencing in 1.1b1?
I'm not entirely sure. It could potentially cause more harm I think.
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Old 05-27-2010, 09:22 PM   #14
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Quick question, Is there any new Guns 'N armor added, been playing through and of course since there are so many Guns as it is I wasn't sure if there was anything new
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Old 05-28-2010, 01:20 AM   #15
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" Updated or removed a lot of records related to NPCs to make the mod more compatible with MMM and Project Beauty. "

does that mean PB will work again?
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Old 05-28-2010, 01:35 AM   #16
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Quote:
Originally Posted by Obdulio View Post
" Updated or removed a lot of records related to NPCs to make the mod more compatible with MMM and Project Beauty. "

does that mean PB will work again?
I thought Project Beauty always worked you just had to get the load order right. Check my load order if your having troubles. Does that mean i should revise my load order in this new beta?

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Old 05-28-2010, 03:05 AM   #17
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Quote:
Originally Posted by xporc View Post
1.1 Beta 2 Known Issues

8. Malcolm has several lines related to stimpacks which are (temporarily, in Beta 2) unvoiced. Turn on subtitltes to see them.
Listed as an issue, lmao.

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Old 05-28-2010, 07:48 AM   #18
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Quote:
Originally Posted by bhamv View Post
What happens if we try to install over Beta 1? I ask merely out of curiosity.
Installing Open Beta 2 over the previous open beta does not get you in any trouble, as all of the resources that are changed get overwritten anyway (assuming you do the installing right ofcourse).

Using a save from before Open Beta 2 WILL get you in a whole lot of trouble, and you will probably be crashing like a maniac after some hours into the game. I tried it, so you have been warned... ;)
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Old 05-28-2010, 11:59 AM   #19
deeviuz
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So I cannot use this unless I do a fresh install?

I'm already halfway through the fooking game

can I at least just get a fix for the constant crashes?
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Old 05-28-2010, 12:22 PM   #20
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No.
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Old 05-28-2010, 03:02 PM   #21
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Quote:
Originally Posted by xporc View Post
No.
He means:
N O
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I wanna sme awrd fr fndng bugz!
And what are we supposed to do? Give you 100$, a blowjob and leave our girlfriend with all your asian rapist friends?
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Old 05-28-2010, 04:17 PM   #22
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Quote:
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So I cannot use this unless I do a fresh install?
No, you can use it with a dirty install with no problems. I did, after all. You just have to have a ordered load order. And start a new game.

Quote:
I'm already halfway through the fooking game
Think of it as a chance to see all the new content you missed the first time around.

Also, the fix for the constant crashes involved navmesh shenanigans, so it flatly will not work on an old save.
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Old 05-28-2010, 05:20 PM   #23
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My humble thanks to everyone involved in this release. Beta 1 already showed off some great new stuff, and Beta 2 should be even better. (I can already say the lack of crashing half the time I enter a new area is a godsend) Good luck to the lot of you on your march to a release client!
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Old 05-28-2010, 08:17 PM   #24
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I mean: How about a nice cup of shut the fcuk up?
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Old 05-28-2010, 09:47 PM   #25
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geez some people are never happy. you do all the hard work and then they complain that it isnt enough. Nice Work guys FOOK is the king of overhauls!!!
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