jimbob27 Posted December 6, 2010 Share Posted December 6, 2010 I've decided to change from FWE to FOOK2. I've just gotten out of the vault, and noticed a big problem with the stimpacks. They heal far too much, over 100HP instantly. Is this a feature of FOOK2? It seems like a ridiculous amount of health... my character only has just over 200hp. I want them to heal much less, and much more slowly as well. Something like 5hp over 5 seconds, similar to FWE. I've looked around and can find mods that do both of these things, but I can't get them to work together. Whichever one is last in the load order seems to prevent the other working.... so I can either have 100+HP over time, or weak stimpack that heal instantly, but not both at the same time. Here is my load order. I'd be very grateful if somebody could recommend a mod, or tell me how to change things on fo3edit to do what I want. Fallout3.esmAnchorage.esmPointLookout.esmThePitt.esmBrokenSteel.esmZeta.esmCALIBR.esmFOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.ESMMart's Mutant Mod.esmXepha's Dynamic Weather.esmFOOK2 - Main.espFOOK2 Main [Hotfix].espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 DIK [Hotfix].espbltc.espBLTC Less Addictions.espBLTC Immersion Patch.espBLTC & FOOK2 1.1 Beta 2 CP.espDeadly Radiation.espSprint Mod.espDirectional PipLight.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FOOK2 - DIK.espXepha's Dynamic Weather - Main.espXepha's Dynamic Weather - Sandstorm.espXepha's Dynamic Weather - Anchorage.espXepha's Dynamic Weather - The Pitt.espXepha's Dynamic Weather - Broken Steel.espXepha's Dynamic Weather - Point Lookout.esp Link to comment Share on other sites More sharing options...
Samustus Posted December 6, 2010 Share Posted December 6, 2010 (edited) FOOK2 stimpacks have a base magnitude of 60 before additional increases from effects like a perk or the Medicine skill. It's far less when used on a specific bodypart, however, in the Stats window in the pipboy. So, I would say that a healing of about 100 sounds right. The vanilla game packs have half that, 30. There is a reason for that, though. What FOOK2 tries to do is balance the game out in other ways. You can get injured more and have to rely on food and other items for HP boosts early on in the game. Also and especially as you have Marts Mutant Mod, things will be much harder and those stimpacks will be more valuable. FOOK2 packs are 4 times more expensive than the originals. However, here is how you can reduce the amount a pack heals, by changing the 'magnitude' in the FOOK2 section back to 30 from 60. In FO3Edit, Fallout3.esm, 'Ingestible', clicking on 'stimpacks' will bring up a comparison table with all the versions of the stimpacks, including the FOOK2's. You can change all instances of the data there. I don't use FO3Edit to change data so I don't know what to do from there, I use GECK personally. Once you change the magnitude(s), save. And that's it. There is also the option to change packs to a heal over time, which I think is what you want. Having a 'Duration' timer of 0 means it's instant. Anything over that will be HoT 'Duration' to a total of the 'Magnitude'. NOTE: There are 2 different magnitudes for each stimpack shown. One for the 'base' and one for the base including the Metabolism Perk. E.g. FOOK2 has a base of 60 and 75 with the additional perk. If you change the base, then change the perked one accordingly. I recommend playing on Hard and giving the FOOK2 game a try as it is. It's quite an experience :) You're used to FWE and want things how they were, so you're not giving FOOK2 a chance. But, whatever makes you happy is important. Edited December 6, 2010 by Samustus Link to comment Share on other sites More sharing options...
NLCSilence Posted December 17, 2010 Share Posted December 17, 2010 You can use both. If you use FOOK2 1.0 and NOT 1.1, it will get along with FWE just fine. Just be sure to grab as many applicable compatibility patches as you can and create a merged patch yourself. My last two playthroughs used both, with no conflicts. Link to comment Share on other sites More sharing options...
blove Posted December 18, 2010 Share Posted December 18, 2010 (edited) ...My last two playthroughs used both, with no conflicts. Please do not spread FUD. If you use FOOK2 1.0 RC and want compatibility with FWE then you have to stop using MMM 6.x because there are no compatibility patches for FOOK2 1.0 and MMM 6.x. Then you would probably have to downgrade FWE since I doubt that the latest FWE has compatibility patches for MMM 6.x 5.x and I know it does not have a compatibility patch for FOOK2 1.0 RC. EDIT: struck through wrong version of MMM in last sentenced and updated. Edited December 18, 2010 by blove Link to comment Share on other sites More sharing options...
dtb25175 Posted December 18, 2010 Share Posted December 18, 2010 I'm using the three of them right now, with no conflict. Here's my load order. [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] HairPack.esm[X] Companion Core.esm[X] CRAFT.esm[X] CALIBR.esm[X] xCALIBR.esm[X] FOOK2 - Main.ESM[X] FOOK2 - [DIK] DLC Improvement Kit.ESM[X] Mart's Mutant Mod.esm[X] FO3 Wanderers Edition - Main File.esm[X] EVE.esm[X] RobCo Certified v2.esm[X] TheInstitute.esm[X] StreetLights.esm[X] DCInteriors_ComboEdition.esm[X] DCInteriors_Georgtown.esm[X] DCInteriors_LEnfntPl.esm[X] DCInteriors_Mason.esm[X] DCInteriors_SewardSq.esm[X] DCInteriors_Takoma.esm[X] DCInteriors_Wasteland_Edition.esm[X] Enhanced Weather - Rain and Snow.esm[X] M9TranquilizerPistol.esm[X] RH_IRONSIGHTS.esm[X] Impervious Power Armour.esm[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] hair_add_npc.esp[X] DarNifiedUIF3.esp[X] Tailor Maid.esp[X] Tailor Maid Anchorage.esp[X] Tailor Maid PITT.esp[X] Tailor Maid Black Retex.esp[X] Tailor Maid Brokensteel.esp[X] Tailor Maid ZETA.esp[X] Binoculars.esp[X] ColtM4Carbines_RHIronSights.esp[X] m200intervention.esp[X] Persona_and_Secret.esp[X] JillBSAA.esp[X] blanket.esp[X] Dragonskin Tactical Outfit.esp[X] DragonskinBonusPack.esp[X] Dragonskin Tactical Vest.esp[X] 99+2.esp[X] Sondra1408.esp[X] AdvancedReconGear.esp[X] AdvancedReconGear-Predator Mode.esp[X] AdvancedReconGear-Body Addon Compatability.esp[X] BBBackpacks-v1-1.esp[X] FemaleOutcastPowerArmor.esp[X] FemaleBosPowerArmourv0.5.esp[X] Companion Core DLC Addon.esp[X] DanielsFamilyVault.esp[X] CRAFT - Clutter Conversions v01.esp[X] M9TranquilizerPistol_CRAFT.esp[X] CAP-SURETranquilizerRifle.esp[X] RealFragGrenade.esp[X] RealFragGrenade3.esp[X] MTC Wasteland Travellers.esp[X] MTC Wasteland Travellers (Optional)- Crowded Cities.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 Main [Hotfix].esp[X] FOOK2 DIK [Hotfix].esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] WeaponModKits.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - FOOK.esp[X] DCInteriors_DLC_Collectables.esp[X] xCALIBRammo_FWE.esp[X] FWE(v.5.04)+WMK_weapons_xCALIBRified.esp[X] FWE+WMKexcalibrified(Anch).esp[X] FWE+WMKexcalibrified(Pitt).esp[X] FWE+WMKexcalibrified(Lkout).esp[X] EVE.esp[X] EVE - FWE Master Release.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Increased Increased Spawns.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - FOOK2.esp[X] Mart's Mutant Mod - FOOK2 - DIK.esp[X] Mr Smith's Scrapyard.esp[X] RobCo Certified v2 Omnipatch.esp[X] RobCo Certified v2 Mechanist's Edition.esp[X] RobCo Certified v2 Zeta Addon.esp[X] RobCo Certified v2 FWE.esp[X] RobCo Certified v2 EVE.esp[X] RobcoCertified24SideMod.esp[X] RobCo Certified v2 Impervious FWE.esp[ ] RobCo Certified v2 Version Updater.esp[X] Owned!.esp[X] Arwen_VisionFX.esp[X] CrossRepairArmor.esp[X] SniperZooming.esp[X] SniperAimCorrected - nodemo.esp[X] lessviewdistance.esp[X] lessviewdistanceThePitt.esp[X] OAlessviewdistance.esp[X] StreetLights - Wasteland.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] Fellout-pipboylight.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - REBOOT.esp[X] Realistic Interior Lighting.esp[X] Realistic Interior Lighting - OA.esp[X] Realistic Interior Lighting - BS.esp[X] Realistic Interior Lighting - PL.esp[X] Realistic Death Physics.esp[X] dD - Enhanced Blood Main.esp[X] dD-Smaller Spatters Realistic.esp[X] dD-Reduced Ragdoll Force.esp[X] Level 1 Smallest More Color.esp[X] Flashlight-LOS.esp[X] 1PipboyPDA.esp[X] IPip.esp[X] RH_IronSights_Basic_VanillaPlugin.esp[X] RH_IronSights_Basic_AnchoragePlugin.esp[X] RH_IronSights_Basic_PittPlugin.esp[X] RH_IronSights_Pitt_NewRifleSights.esp[X] RH_IronSights_Basic_BrokenSteelPlugin.esp[X] RH_IronSights_Basic_PointLookoutPlugin.esp[X] RH_IronSights_PL_NewItems.esp[X] RH_IronSights_Basic_ZetaPlugin.esp[X] RH_IronSights_RemoveReticule.esp[X] RH_FWE_Patch.esp[X] WMK-RH IronSights.esp[X] FOOK2 - RH_IronSights.esp[X] WeaponModKits - FWE Talon Loot Crash Fix.esp[X] Disguises.esp[X] MoreMapMarkers.esp[X] F3UmpaAnimation.esp[X] SomePoses.esp[X] PCIdles.esp[X] DK_BulletTime.esp[X] xCALIBRammo_override.esp[X] Clear Cell Buffers (no message).esp[X] Automated FOV.esp[X] More Hotkeys.esp[X] Merged Patch.esp Link to comment Share on other sites More sharing options...
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