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FOOK 2 Question


Medikay

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Last I heard the fook team dropped it on FO3. There was a person that picked it up to somewhat work on it, but this wasn't finishing it. Further, this person was dealing mainly in content they didn't create. I would think Eve was updated after that point in time because it was regularly upgraded besides updating. So if you are really into Eve then I would say just load Eve after Fook then let it override anything inside FOOK. Cross your fingers though. You would also need to install Eve after you finished with FOOK.

 

If it were me I would seperate those games. Make seperate builds for each one. A more vanilla game without FOOK but using the more awesome updated Eve from it's original creator. Then use a more stable version of FOOK by not loading all the other crap you are nit picking about. It should be noted these are two seperate installs, not just activating an deactivating mods which will certianly ruin your game. Play one until you get tired, then make a fresh new one.

Edited by GrindedStone
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Last I heard the fook team dropped it on FO3. There was a person that picked it up to somewhat work on it, but this wasn't finishing it. Further, this person was dealing mainly in content they didn't create. I would think Eve was updated after that point in time because it was regularly upgraded besides updating. So if you are really into Eve then I would say just load Eve after Fook then let it override anything inside FOOK. Cross your fingers though. You would also need to install Eve after you finished with FOOK.

 

If it were me I would seperate those games. Make seperate builds for each one. A more vanilla game without FOOK but using the more awesome updated Eve from it's original creator. Then use a more stable version of FOOK by not loading all the other crap you are nit picking about. It should be noted these are two seperate installs, not just activating an deactivating mods which will certianly ruin your game. Play one until you get tired, then make a fresh new one.

 

So, FOOK does NOT have EVE? According to the readme, it seems to have it;

 

"Visual Effects

* EVE mod by weijiesen integrated - http://www.fallout3nexus.com/downloads/file.php?id=8340

* Dozens of new visual effects for energy beams, projectiles, impacts, explosions, and critical deaths."

 

Is this simply an outdated version that is no longer supported?

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No it has Eve built into it to a degree. It's nothing like what the original mod provides though. When I say nothing like I really mean the FOOK 2 Eve sucks balls compared to the mega updated current version of EVE. It's so good that I'd rather use the updated Eve than the entire FOOK 2 mod. Wanting to use EVE an wanting to use FOOK 2 are two different things. EVE is about advanced visual FX centered around energy weapons but it extends beyond that.

 

I would imagine that EVE became such a high quality mod in itself that in part the FOOK team was unable to merge this version in FOOK 2 only because it would be wrong, and they pretty much already stole over 200 mods. So in part FOOK 2 was a development about that team moving away from gathering an merging mods together, as it was no longer required. Leaving them to focus on creating their own content instead.

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I think the integrated version is a pre-0.95 release, it was before my time so I am not really sure. Some of the files were different from the release, hence the plasma CTDs (long since resolved by the way). In any case, using the new full EVE with FOOK2 1.2OB should not be a big issue, but if you are trying to use compatibility patches for EVE and other mods alongside FOOK2 that would be a big issue.

 

Merging it would not be difficult but in my opinion EVE is more than big enough to stand on it's own. The current FOOK2 is drama-free as far as I am aware.

 

My personal recommendation is FOOK2, WMK, and MMM along with the least conflicting mods that suit your fancy. FOOK2 1.2OB is quite stable and the compatibility patches for WMK 1.1.9 and MMM 6.1+ are up to date.

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I think the integrated version is a pre-0.95 release, it was before my time so I am not really sure. Some of the files were different from the release, hence the plasma CTDs (long since resolved by the way). In any case, using the new full EVE with FOOK2 1.2OB should not be a big issue, but if you are trying to use compatibility patches for EVE and other mods alongside FOOK2 that would be a big issue.

 

Merging it would not be difficult but in my opinion EVE is more than big enough to stand on it's own. The current FOOK2 is drama-free as far as I am aware.

 

My personal recommendation is FOOK2, WMK, and MMM along with the least conflicting mods that suit your fancy. FOOK2 1.2OB is quite stable and the compatibility patches for WMK 1.1.9 and MMM 6.1+ are up to date.

 

So using FOOK2 in conjunction with EVE wouldn't work/have problems?

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It depends on what is in the EVE plugins. If the EnergyVisualsEnhanced.esp duplicates the records in EVE.esm then the EVE weapons would override the FOOK2 changes. If it does not (and I do not know either way) then the FOOK2 changes due to the split FOOK2 ESM/ESP would override the EVE changes. In either case there are bound to be problems though I doubt any true showstoppers. Any compatibility patches for EVE or for FOOK2 that address energy weapons would be messed up for sure.

 

Did I see another thread by you where you had FOOK2 and FWE installed at the same time? So many people try them both and honestly, pun intended, FOOK up their game. And when you start adding in compatibility patches for either with both installed...madness I say. One or the other, not both.

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It depends on what is in the EVE plugins. If the EnergyVisualsEnhanced.esp duplicates the records in EVE.esm then the EVE weapons would override the FOOK2 changes. If it does not (and I do not know either way) then the FOOK2 changes due to the split FOOK2 ESM/ESP would override the EVE changes. In either case there are bound to be problems though I doubt any true showstoppers. Any compatibility patches for EVE or for FOOK2 that address energy weapons would be messed up for sure.

 

Did I see another thread by you where you had FOOK2 and FWE installed at the same time? So many people try them both and honestly, pun intended, FOOK up their game. And when you start adding in compatibility patches for either with both installed...madness I say. One or the other, not both.

 

No, I uninstalled it after it caused many problems and I realized that it was an unnecessary mod.

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Most of the time what people describe as "it caused many problems" isn't actually direct conflicts between mod A an mod B. By design, the mods that load later in the load order will override the mods that load before them. While these are direct conflicts it is rare to see them causing a problem. You have only a slightly larger chance of crashing when using them depending on the nature of the conflict.

 

Now the problem comes in when scattered about the load order are identical to master records locked into mods as a product of making them. The clicking an clacking, saving an loading in the GECK. It's the mod creators job to clean these entries from the mod before it's uploaded. This is because it causes many problems which are just as bad on either FO3 or FNV.

 

Problem is that most modders don't know or care. Making the mod was hard enough on them. What is worse is that making a mod is a multi step process so any human is going to forget things. (namely cleaning the mod before uploading) The more conflicting mods you have in the load order + the number of still dirty mods in the load order + the actual order of the mods = how stable the build will be.

 

You can learn the cleaning process yourself in Webensized FO3 edit guide by CSB You can clean the whole order at one time, but it doesn't work as well. I find it is true that the game is more stable if you actually take the time to load an clean each mod individually. When I say that I don't mean every single .esp .esm, one at a time, but the set of .esp & .esm that make the mod. Load the whole mod, but don't load anything else. It's better to do this as soon as you finished instaling it, which breaks up the work so it doesn't seem like a nightmare task. It should also be noted that you never want to clean the DLC or change anything about the DLC inside the actual DLC.esm's, load a mod at the end of the load order to do that. After these main problem causes there are also quite a few little things that will tear a game apart over the long term.

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