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FOOK2 vs FWE, which for a first-time mod player?


omniseed

FWE VS FOOK2  

60 members have voted

  1. 1. Which would you rather play?

    • Fallout: Wanderer's Edition
      36
    • Fallout Overhaul Kit 2
      24


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I could add both of them, and I've got the FOIP fixes all ready to go, I suppose now I just need to get my load order straightened out and make a new merged patch, not looking forward to running through the load orders again. Ouch.
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Just a word of warning: Although there is a "compatibility mod" for FOOK2 + FWE, it doesn't actually count as one, as it takes some changes from FOOK2, some from FWE and some from neither, so it actually makes both mods work the way NOT intended by the authors. A good example of this are the weapons, some values are from FOOK2, some from FWE, some are both combined. On top of that, atleast FWE has been updated after the mod was made, and FOOK2 1.1 is very close, making the mod even more incompatible. Just something to keep in mind :)

 

Also about Sharing and Caring Companions: FOOK2 1.1 will have Phalanx built in, which is somewhat compatible with SCC, but also on some parts highly incompatible. A good example of incompatibility is hiring companions. They CAN work fine together though if used right :)

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Well I just tried playing for the first time since super-modding everything, Fallout won't start, I jacked something up pretty badly, any chance I can toss up a list of mods in order for feedback on where they should actually be, or is that too obnoxious?
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Well I just tried playing for the first time since super-modding everything, Fallout won't start, I jacked something up pretty badly, any chance I can toss up a list of mods in order for feedback on where they should actually be, or is that too obnoxious?

 

It is the help thread. I'm sure someone could help, or you can try FOIP if needed!

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Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

CRAFT.esm

CALIBR.esm

FOOK2 - Main.esm

FOOK2 - [*censored*] World And Neighbourhood Kit.esm

FOOK2 - [DIK] DLC Improvement Kit.esm

Mart's Mutant Mod.esm

CALIBRxMerchant.esp

WeaponModKits.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Mothership Zeta.esp

FOOK2 - [EVE] Energy Visuals Enhanced.esp

UndergroundHideout.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - FOOK2.esp

Mart's Mutant Mod - FOOK2 - DIK.esp

Mart's Mutant Mod - FWE Master Release.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - FWE with EVE.esp

WeaponModKits - FWE Master Release.esp

Mart's Mutant Mod - Increased Spawns.esp

RRR+ANCH+PITT 1.0.esp

Vault_87_[script_Reversion].esp

TL_Freeze.esp

[DIK]_DLC_Transition_Hotfix.esp

NVG_Activator_Crash_Fix_[Experimental].esp

WeaponModKits - FOOK.esp

P94-95.esp

 

Total active plugins: 46

Total plugins: 70

 

 

 

Alright I decided to disable FWE so I could get back to playing, figure I like vanilla enough that the updates from FOOK2 and MMM should be more than enough of a change to keep me happy.

 

It didn't work. This is my load order for active mods, is there anything glaringly wrong here?

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Aha, that's a great catch. I decided to reinstall Fallout and try again. This time keeping the number of mods down to a more reasonable level.

 

Other than the FWE compatibility patches I missed the first time, is that a pretty decent mod order? I'm going to add EVE and the merged patch as well once it's all back.

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Ok well I'm off to bed, reinstalled, added these mods all using the FOMM instead of manually, got it working. As usual, it was me being a bonehead that caused the problem, it was me having all the versions of RRR and Joe's Gun Mods enabled, so I disabled both of Joe's and all but the newest RRR, it's working again, I just need to re-install FOSE and I'll be back in business!
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UPDATE- I have reinstalled it and am playing with FOOK2 and MMM, plus RRR and WMK. It is unbelievable, the changes. All I can say is supressed, scoped, magazine extended hunting rifle is superb for hunting raiders. Mutants are as tough as they should be, not pansies like they became in the vanilla game, and I am constantly running out of ammunition.

 

Oh and the little mini-quest to save Initiate Pek was a total failure, the Brotherhood Paladins got smoked despite my valiant efforts to keep them safe on the way to the building, and I used many stims on the way in and in the building. Full of muties packing heavy ordnance and medium machine guns, I was totally outclassed, only survived through my clever use of mines and dumping tons of rounds through the doorway I bottlenecked them at. And stims.

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I'm glad you got it working and like the changes :) Fallout 3 indeed becomes a completely "new" game with the right mods :) A few other mods I would recommend you to try out too: Enhanced weather- Rain and Snow and Fellout. Those two really add to the feeling and atmosphere of the game :)
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