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FCOM!! oops, I mean FOIP.


WETmatches16

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So I love mart's mutant mod & on the RC4 page, it says to look at the FOIP.

 

Then the FOIP SAYS that these mods are covered...

 

- Martigen's Mutant Mod (MMM)

- Fallout Overhaul Kit (FOOK)

- Classic Fallout Weapons (CFW)

- Fallout Balance Overhaul (XFO)

- Fallout Wanderers Edition (FWE)

- Weapon Mod Kits (WMK)

- Fallout Evolutionary Variety (FEV)

- CALIBR

 

however, in the "latest" recommended load order, it ONLY lists these:

 

FWE

Weapon Mod Kits

Mart's Mutant Mod

 

I used to play FCOM in Oblivion, so I want as many mods that I can use at the same time as possible.

 

So what ALL can I use? all of them? because I want to start playing FO3 again, but only if I can use a ridiculous amount of game play overhauls, new weapons, textures & whatever else our wonderful modding community can throw at me.

 

hmmmm.. let me know what you guys think, or maybe respond with what your load order(s) look like? so I can get an idea of what all I can expect my game to handle before a CTD.

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bump, lol. This thread is gonna' get me banned. regardless, i just wanna know if i go download these mods... will my game even work?

 

and what load order should i use? or if nobody wants to go through the trouble of doing it for me, where can i find out?

 

and what compatibility patches have been made and for what?

 

(MMM, FOOK, CFW, XFO, FWE, WMK, FEV, CALIBR, GNR, unofficial patch...

 

also, another question that nobody is gonna answer - instead of using "archive invalidate invalidated", the "fallout mod manager" has an "archive invalidate button". so since i AM GOING TO BE USING the "fomm" do I not even need to use "AII"?

 

meh..

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ok, this is a mix of my remembrance and my experience so it may be only semi-helpful and i give no guarantees ;)

 

first it is important if you talk about FOOK 1.6 or FOOK2(beta)

CALIBR is either already part/needed or doesn`t harm as it only provides additional resources and doesn`t chnage stuff.

 

the FOIP covers for FOOK 1.6

mmmf

xfo/fwe (the newer fwe makes xfo somewhat redundant, you should choose only one and edit if desired)

wmk (must have, imo ;) )

cfw

the FOIP page describes that better than me ;)

 

(i don`t know about FEV, haven`t tried that one yet)

 

 

As for FOOK2(beta) there are compatibility patches for:

- FWE (http://www.fallout3nexus.com/downloads/file.php?id=7471)

- MMMF (http://www.fallout3nexus.com/downloads/file.php?id=4968)

 

- XFO ... well pick it apart and tinker or use FWE instead.

- CFW ... don`t know

- WMK is a bit special here. If you load its esp before the fook2.esp you have the basic feature of modding weapons, finding modding kits (with the merged patch from FO3edit i found some even in loot sometimes ... well one or two, but it is there :) ). The weapon stats dont match and therefor you should not try to modify weapins in FOOK2 until a) antistar gets around to make a FOOK2 patch or b) you alter the stats for yourself. Remember to load WMK.esp before FOOK/FWE main esPs, otherwise you could end up with some pea-shooters instead of damaging weapons.

 

The latter setup is the one i am currently running with a reasonable low crash-rate until now.

 

And: AII is redundant if you use FOMMs built in feature, yes.

 

hope that halps a bit :)

 

...

btw are you a texturer better tan me and looking for something to do? ;)

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