General
High quality control of added models and textures
- Many lower-quality FOOK weapons and other items removed
- Many existing models and textures improved to higher standards
- Many new high-quality models and textures added (see below)
Integration & Balance
All added weapons and items fully integrated into Fallout 3 gameplay
- Leveled loot drops include new weapons and items
- Static loot placed in the world updated to account for new weapons, ammo, and items
- NPCs use new weapons and gear, with clear, faction-based variety
- Complete overhaul of the NPC templates and leveling system for all
major factions (BoS / Outcast / Enclave / Mutants / Raider / Slaver /
Regulator)
- Vendors sell new weapons and items, with increased variety, increased
changes to stock over time, and more specializations for certain vendors
- All weapon and item stats completely reworked and balanced for consistency
- Quest-lines, Messages, Notes, and other text that deal with specific
items have been updated to include new items and changes where
appropriate
All this means a massive increase in the diversity of weapons and items you encounter throughout the game!
All added mod features fully integrated into Fallout 3 gameplay
Names of all vanilla FO3 and FOOK weapons and items standardized for consistency
Many new PipBoy icons modified or completely redone in a consistent "Vault-Boy" style (all will be done)
All additions and changes either abide by existing Fallout lore, or explained by new backstory appropriate to the Fallout world
Weapons
Over 150 weapons added!
- 11 Grenades and Mines
- 22 Melee Weapons
- 14 Shotguns / Rifles
- 25 Pistols
- 21 Sub-Machine Guns
- 36 Assault Rifles
- 11 Sniper Rifles
- 21 Miniguns, Gatlings, Machinguns and other Heavy Weaponry
Majority of these are brand new to FOOK!
High-quality retextures of all vanilla Fallout 3 weapons
Hundreds of brand new, custom textures for vanilla FO3 and FOOK-added weapons
New unique variants of many vanilla FO3 and FOOK weapons
Realistic, high-quality shell casing models and textures, plus greatly increased persistence
New and improved weapon sounds
Seven added ammo types, simplified from earlier versions of FOOK
Armor & Apparel
Large variety of Armor, Apparel, and Accessories added!
- Several new types of Civilian Clothing
- Many new Outfits and Armor types including varieties of Combat Armor, Light Armor Outfits, Military Uniforms and more
- Lots of new headgear such as Hats, Berets, Helmets and more
- 2 types of Backpacks in several varieties
- Large collection of extra head wear accessories such as mufflers, earings, blindfolds, eye patches, collars and more
High-quality retextures of a huge part of vanilla's FO3 Apparel items
Many brand new, custom textures for vanilla FO3 and FOOK Armor and Apparel items
Complete overhaul of all Power Armor and Helmets with Ultra High-quality textures
Ammo, Aid, & Miscellaneous Items
High-quality models and textures for FOOK-added ammo ground models (ammo clips and boxes)
High-quality retextures of vanilla FO3 ammo boxes
High-quality retextures of more than 80 vanilla FO3 clutter items
New names, models, and quality textures for most food items
10 new food items added!
Gameplay & Mechanics
Overhaul of Food and Chem effects
Careful adjustment to key Game Settings
- Maximum Damage Resistance increased to 90%
- Slower Weapon and Armor degradation
- Effectiveness of Repair skill reduced
Destructible bottles, and other small clutter objects
Brand new mechanics to breach locks with explosives
Increased Realism Features
- Power Armor takes more damage from battle, possibly being destroyed and unrepairable
- Heavy Weapons can always be wielded, but require Power Armor to be truly effective
- Movement speed is reduced while firing Heavy Weapons
- Power Armor increases control when firing heavy machine guns significantly improving accuracy
Demo of brand new Scrapping & Salvage system
- When Power Armor is destroyed, it can be scrapped at a Workbench or with the new Field Salvage Kit
- A variety of new component parts are salvaged from each item, based on your Repair skill
- Scrapping allows you to reduce your carry weight, and in future
updates salvaged components will be used for increased cross-repair and
for crafting new items!
- Work is near completion to expand Scrapping & Salvaging to all Weapons, Armor, Apparel, and various Misc. Items!
- A few junk items can already be scrapped to obtain new component parts. Can you find which ones?
Automatic FOSE Detection
- Advanced features automatically disabled or modified if running the game without FOSE
- Game will not break without FOSE (FOSE is strongly recommended)
Visual Effects
Dozens of new visual effects for energy beams, projectiles, impacts, explosions, and critical deaths
Greatly improved blood-spatter effects
Brand new, custom Nightvision effects that look authentic and really work!
Options & Settings
Easy to access, single menu for various options
Many features can be modified or disabled at any time in game, without the need for additional plugins
User configured options include:
- Nightvision: HUD NV Charge meter, audible warning, and activation options
- Heavy Weapon Handicaps: Turn the particular features of HWH on or off
- Explosive Breach: Adjust several settings for this feature, or disable it completely if you prefer
- Screen Blood: 5 levels of screen blood intensity, including "Off"
- PipBoy Glove: Default behavior of the Player Character always wearing
the PipBoy Glove, or allow the use of the equipped outfit's handwear
- Single option to restore all FOOK2 default settings
- Single option to remove FOOK2-added perks if uninstalling FOOK2 from
an existing game (not required with latest version of Fallout 3 -
option only accessible from console)
Mod Support
Compatibility Patches for the two popular modifications Mart's Mutant
Mod and Weapon Mod Kits have been released by their respective authors
Martigen and Antistar, and continued updates and development continue
with support of the FOOK Team.
Changes have been made to the structures and methods used in FOOK2 to
allow for greater compatibility with other mods in general. These
methods continue to be developed and expanded for even greater
friendliness with other mods.
The FOOK Team
LinkesAuge - Lead Project Manager
Xporc - Creative Director
HugePinball - Technical Director
wiejiesen - Lead VFX Artist
Shadowborn - Senior Game Designer
JustinOther - Senior QA Manager
Snowcone - Senior 3D Artist
The 3rd Type - Senior Graphic Design Artist
Evhmovover - Concept Developer / QA
atikabubu - Game Designer / QA
Lord Simpson - Game Designer / QA
IAMELIPHAS - Game Designer / QA
Azumazi - Game & Graphics Design
this mod chrashed my game ever ........................
why ?
Crashed mine to before I noticed that I had loaded the FOOK2 - Mothership Zeta.esp. I don't have the Mothership Zeta DLC so I belive that trying to load this ESP without it crashed my game. Check if disabling the FOOK2 - Mothership Zeta.esp works ;)
Lots of things may crash your game but the most common I can think are:
The DLCs have ESP files, watch out for them;
Using a old save game wont work, start a new game;
Are you using other overhaul mods? they might conflict;
Messing up the load list order in the launcher or mod manager might crash your game as well;
Hope I was of any help, otherwise I recommend Re-Downloading and of course, reading the README file.
Good Luck
What do you mean that it "chrashed my game ever ........................" You need to elaborate about the crash. Are you using other mods? You may need to:
1. Fix your load order. FO3 Mod Sorter should help. Well, probably. (http://www.fallout3nexus.com/downloads/file.php?id=3596)
2. Use this utility: FO3Edit (http://www.fallout3nexus.com/downloads/file.php?id=637) Rename the FO3Edit.exe into FO3MasterUpdate.exe and run it.
Hope that fixed the crash. Good luck.
I'm having a problem with the textures of some (most I guess) new models. These keep turning into bright white. Does anyone know how to fix that?
Get 'Archive Invalidation Invalidated(AII)' - Might be a litle complex
Or
Get 'Fallout Mod Manager(FOMM)' - Very easy to use, just install, then launch it and click at "apply invalidation" (or something like it). then you are done.
It IS RECOMENDED that you also get 'F.O.S.E.'
GOOGLE FOR THE FILES...
can i dl this one through uttorent or something? beacuse it said it would take 12h before i gets the file
my game crashes everytime i tryies to start it i comes back to the desktop
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Usefull, evrything i can say: much usefull :/
I ******* LOVE YOU!
I agree that it is an excellent mod, but sometimes I just feel overwhelmed by how many weapons there are, and sometimes underwhelmed by their meshes and textures, some of them aren't the best to say the least. Maybe you could just improve the some of the weapons to make them up to par with the rest of the mod. Other than that though excellent work, the longivity of the game increased for me 10 fold.
Fallout3.esm
Anchorage.esm
ThePitt.esm
PointLookout.esm
BrokenSteel.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
FOOK2 - [*censored*] World And Neighbourhood Kit.esm
Mart's Mutant Mod.esm
FOOK2 - Main [Hotfix].esp
FOOK2 - DIK [Hotfix].esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
WeaponModKits - FOOK.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WMKAA12Shotgun.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.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 - Zones Respawn.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 - FOOK2 - DIK.esp
Fellout-pipboylight.esp
Fellout-SOTD.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Full.esp
FOOK2 Nightvision for Fellout.esp
700NE rifle.esp
DoubleDeathClawGauntlets.esp
3EFskewer.esp
Walther MPL.esp
Total active plugins: 44
My game just starts to fire up and abruptly crashes when the intro-menu starts, erm, how do I fix this?
(I figured you gents would have an idea on how to fix the load-order.)
(I've posted this on the TES Nexus forums, but awaiting reply, I'm needing to get input here.)
I think it could be related to the fact that you have loaded Broken Steel.esm after Point Lookout.esm but have the FOOK versions in the order of BS and PL. Also the FOIP mods (I think you have them) should be loaded after their respective mods. My games works and I also have the smaller esps loaded before the large mods (MMM and WMK) but after FOOK2. So my equivalent of your mods would be this.
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
FOOK2 - [WANK] World And Neighbourhood Kit.esm
Mart's Mutant Mod.esm
FOOK2 - Main [Hotfix].esp
FOOK2 - DIK [Hotfix].esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
Fellout-Full.esp
Fellout-SOTD.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-pipboylight.esp
FOOK2 Nightvision for Fellout.esp
700NE rifle.esp
DoubleDeathClawGauntlets.esp
3EFskewer.esp
Walther MPL.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WMKAA12Shotgun.esp
WeaponModKits - FOOK.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 - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.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 - Zones Respawn.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
Of course there is no guarantee that this will work but try it. Also use FO3Edit to make a merged patch, WMK will NOT work otherwise.
Instructions (from their site):
1. Set up your mods and your load order in FOMM, then close FOMM
2. Download FO3edit if you haven't done so already.
3. Extract the two files from the archive into your Fallout 3 folder (where the Fallout3.exe is also located)
4. Start the FO3Edit.exe, you will see a list appear with all your mods in it, just click ok.
5. It will take a little while until all your mods are loaded. If all mods load succesfully, you will see at the bottom of the message tab "Background Loader: finished". If you instead get an error message, then you are missing a master!
6. Assuming everything loaded correctly, all you need to do is right click anywhere on the left panel and select 'Create Merged Patch' from the context menu.
7. A window appears asking for a filename. Enter anything you like, for example "My Merged Patch". Hit OK. At the bottom of all your mods you should see a new bold mod named 'My Merged Patch.esp'
8. Now close FO3Edit and you will be asked to 'Save changed files:'. Simply hit OK.
9. Now open Fallout Mod Manager and look for your 'My Merged Patch.esp'. Make sure it's activated and loaded at the very bottom of your load order
IMPORTANT: Every time you add or remove a mod, you should delete your old merged patch and create a new one, following the steps above!
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works fine with primary fallout but i noticed a lot of problems playing dlc
1 the pitt there is no task only radio message so no access to this dlc.
2 mothership zeta no sally in a cell so dlc in unplayable.
3 operation anchorage health and ammo dispensers can be used only once because after use it disappeared.
only point lockout works fine
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