Varjot22 Posted March 26, 2009 Share Posted March 26, 2009 Alright, I was originally lusting after a mod to make the game more realistic and possible toss in enough changes to make the game challenging, while still remaining comfortable. (Not overkill). I first came open Fallout 3 Balance Overhaul, and I loved the look of some of the options in it...the only options I don't like are "Item Rarity", "Skill Points" and "Pacing" - Pacing since I don't entirely understand it - does it make leveling slower but include additional levels and such? Or does it just make leveling slower? Or does it balance it out some way....Personally I never had a problem with the vanilla leveling system. Then I came across FOOK, and was drooling over some of the weapons available. Now I'm concerned about downloading either one, since I don't want there to be any compatibility problems - and if you haven't noticed by now, but I'm abit of a modding newb. http://home.comcast.net/~xodarap777/XFO/XF...nt.html#Enemies (Fallout 3 Balance Overhaul) http://www.fallout3nexus.com/downloads/file.php?id=4448 (FOOK) I currently have installed : Repair Rethought, Claw Powerarmor training, and Fellout - Full. So, any opinions on whether if either mod will conflict with my current? And which mod is better overall? Link to comment Share on other sites More sharing options...
TGBlank Posted March 26, 2009 Share Posted March 26, 2009 *facepalms*in your xfo link, second item in the list, it says how to get xfo and fook running at the same time. Fellout shouldnt interfere with anything, neither power armor training, repair rethought might, so it's just a matter of putting it late on the load list. Might as well add mmm on top of it btw. As for how good in overall, fook gives you sweet weapons, mmm gives you varied monsters (and increased increased spawns :Q_____ ), xfo makes foes tougher / weapons deadlier.Together you have varied many many tough foes + many many weapons to kill them + increased damage (taken and given). You might also want to add something for your poor companions... with all that.. they aint going to survive long.( i recommend either console toying to make them essential, or phalanx's mod). Link to comment Share on other sites More sharing options...
Varjot22 Posted March 26, 2009 Author Share Posted March 26, 2009 *facepalms*in your xfo link, second item in the list, it says how to get xfo and fook running at the same time. Fellout shouldnt interfere with anything, neither power armor training, repair rethought might, so it's just a matter of putting it late on the load list. Might as well add mmm on top of it btw. As for how good in overall, fook gives you sweet weapons, mmm gives you varied monsters (and increased increased spawns :Q_____ ), xfo makes foes tougher / weapons deadlier.Together you have varied many many tough foes + many many weapons to kill them + increased damage (taken and given). You might also want to add something for your poor companions... with all that.. they aint going to survive long.( i recommend either console toying to make them essential, or phalanx's mod). I noticed the link a little bit after the post sadly, but even then I didn't read it in detail. xD So I just need to make sure FOOK loads before XFO? That simple? Also, I like Repair Rethought. I can ditch it for abit and see what the difference is between it and what the mods offer of course. Thanks. Link to comment Share on other sites More sharing options...
Michlo Posted March 27, 2009 Share Posted March 27, 2009 I've not tried either of those yet but definitely include Mart's mutant mod. :) Enjoy. Link to comment Share on other sites More sharing options...
KrazyKommy Posted March 27, 2009 Share Posted March 27, 2009 I used XFO, MMM, and FOOK for a while, good combination. But I now have let XFO go in place of FWE (Fallout Wanderers Edition). I work all 3 together perfectly. But what your choice I suggest getting FOIP (Fallout Interoperability Program) as the best source of a compatibility link for the bigger mods along with w/e the mods themselves provide. Just stack them one on top the other in the right load order and everything works great. Also make sure to read ll the mods readmes and docs for specific load orders depending on you choice. As a general guideline: For esm's "Fallout.esm->CALIBR->MMM->FWE->FOOK" For ESP's "FOOK (& optional FOOK Files)->FWE->MMM (& optional MMM files)->Compatibility patches/esp always last" With XFO have it always load before FOOK and MMM stuff. Link to comment Share on other sites More sharing options...
IceDragon987 Posted March 27, 2009 Share Posted March 27, 2009 KrazyKrommy I have a quesiton. I use FOOK, FWE, MMM, And other misc mods. For load order I would do: FWE -> Fook -> MMM because Fook->FWE took away the armor bonuses. Do the compatibility patches fix that? I have been putting them with the respective mods, I didn't know they were supposed to be dead last in the load list. As well where would I put some misc mods like WMK and M.E.R.C Combat Currency? Thanks for any help! IceD Link to comment Share on other sites More sharing options...
KrazyKommy Posted March 27, 2009 Share Posted March 27, 2009 KrazyKrommy I have a quesiton. I use FOOK, FWE, MMM, And other misc mods. For load order I would do: FWE -> Fook -> MMM because Fook->FWE took away the armor bonuses. Do the compatibility patches fix that? I have been putting them with the respective mods, I didn't know they were supposed to be dead last in the load list. As well where would I put some misc mods like WMK and M.E.R.C Combat Currency? Thanks for any help! IceD The purpose of the compatibility patches is to keep the main focus/upgrades in armors that the mod in that focus area has without being overwritten by another mod. Basically keep all the monster enemy upgrades of MMM, all the new weapons and armor stats of fook and merge them to be used by MMM, then have the balance and game changes of FWE. So basically yeah compatibility patches are mainly to keep everything in check preventing things from being overwritten. Since you use the same big three mods I do you should get from the FOIP. No many know about it yet because its so new but even FWE is linking people to the mod as the now default source of compatibility. The download you should get from them would be the first file "FOIP - Marts Mutant Mod Package." Unfortunately I'm not sure how you will get WMK "properly" working with everything else. WMK has been having alot of conflicts with mods like FWE and FOOK where upgrading a weapon gave it worse stats. Not sure if its fixed that but compatibility might still be an issue with it. I started out thinking I was going to use the mod, but with so many weapons out there I decided it wasnt worth it and dropped WMK (Still a great mod though). After putting everything in the order I said in my post above, as said compatibility goes last, but then the question is how do choose which patches to use and in which order. In general I decided use FOIP esp in the download file called "Marts Mutant Mod - FOOK + FWE" as it provided the best general compatibility between all of them. However because FOOK is constantly being updated nearly everyday it seems :blink: I also put on last the compatibility patch that mod provides called "Marts Mutant Mod - FOOK" which I have as very last in my load order. You also asked about where other general mods should go in terms of placement among the bigger mods. In general I have them load before the big mods because they're usually insignificant game changer mods like weapons, armors, or w/e. For me I placed more change mods still before the bigger mods like Fellout, DArnifiedUI etc, before them and it still all works. Checking with FO3edit shows insignificant or minor conflicts that have impact what so ever. since its a lot to think about, as an example I'm going to post a pic below of my mods in FOMM so you can get an idea of how to properly structure your load order to reduce conflicts and ensure the mods operate properly. Note I am using the the latest version of FWE, FOOK, and MMM that was up in the last 24 hrs. (FOOK might have updated :rolleyes: ) http://f.imagehost.org/0348/Load_Order.jpg Link to comment Share on other sites More sharing options...
IceDragon987 Posted March 27, 2009 Share Posted March 27, 2009 *Gave kudos So the 2nd to last item you highlight is ALL I need (Excluding the updated FOOK.esp) to have ALL three mods work in unison, so to speak? I use FOIP as well and I just don't know if I was using it right. Thanks :wallbash: Link to comment Share on other sites More sharing options...
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