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siko
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Fook and TTW

Has anybody been able to get FOOK2 to work with TTW. For that matter what about the NV version. I never had issues with RFTCW and FOOK NV, but I never had issues with MMM and RFTCW either. I see that it has been an issue in TTW.

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sandwichsandwich
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NV version seems to work with

NV version seems to work with the latest TTW for me, although with previous versions I'd get CTD within seconds of starting or loading a game with FOOK:NV enabled. I'd imagine there's compatibiity issues with armour and weapons altered by FOOK for FO3 as it doesn't use the NV rule set for damage threshold. Haven't tried it yet though, I'm actually downloading at the moment so I'll let you know if it works at all. It'll probably be best to create a patch or modify FOOK:NV to include the unsupported CW items and tweaked weapon lists - the main compatibility issue I've found at the moment is causing Fawkes not to use his gatling laser and super mutants not to use assault rifles. There's another thread about that here:http://www.taleoftwowastelands.com/content/super-mutants-not-using-custo...

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Mod Request: FOOK Stripped

Mod Request: FOOK Stripped Down

I would be for ever in your debt if you could remove all edit from FOOK, except:

  • -recipies
  • -edibles
  • -blood effects
  • -any weapons not added by Project Nevada/TTW

Would this be difficult?

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I can't tell you if it would

I can't tell you if it would be difficult or not since I am no modder but in my opinion (not saying that no one will do it) maybe you could ask FOOK creators, maybe they have smaller versions without most stuff they could make available for others to adapt for what you want, and also it's always a good idea and polite to ask the makers/creators of a mod if they authorize any modification, implementation, etc of their work.

Cannar
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This is just for my game, If

This is just for my game, If someone is familiar with the innards of FOOK and can tell me what to delete, I'd be happy to do it in Geck myself.

siko
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Strange issue with fook nv

Strange issue with fook nv

I have been having an issue in 1st person with Fook nv. The problem is that the arms are missing. The hands are still there, but below the pipboy there is nothing. Tried a fresh install with only fook running and the issue is still present. Has anybody else had this issue? And if so, did you find a fix? I am relitively expericeed in modding a trouble shooting mods and I am currently trying to fix this myself and will let you know if I have any luck. But if someone could save me the time of trial and error, it would be nice.

plumjuice
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Sounds like missing first

Sounds like missing first person meshes for armor. Did you try changing your outfit? I don't use fook myself so I can't say for sure, but there aren't a whole lot of reasons for missing arm meshes.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

ArgusMercenary
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Running NV FOOK and FOOK2

Running NV FOOK and FOOK2 together 

Is this even possible or even a good idea? I'd like to try it but only if it doesn't make my game explode. I assume that a lot of things would need to be edited to make FOOK2 work. So, I'd like someone's opinion, is this complete insanity? If it isn't I'd be willing to do something about it.

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MOre or less insane. FOOK

MOre or less insane. FOOK alters so many things and uses scripts alot. And all the Armor values would be wrong (ok maybe this can be done by a script). And a hundret other things I forgot to think of.

It would be awesome, but I think it would need alot dedicated people to do something like this.

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

ArgusMercenary
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Yeah, I don't think I'm going

Yeah, I don't think I'm going to attempt to do that. It would probably take forever with me doing it on my own. That's too bad because FOOK is a good mod, I'd wish someone would merge both versions and make it available for TTW.

thermador
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It's possible.

It's possible.

First install a fresh installation of FNV, then TTW.  Then install FNV Fook.  Open it up in FNVedit and take a long, hard look at the mod and what it does, and make sure that FOOK still only impacts the FNV world.  Make appropriate changes as needed to see that it does.  Possibly slim FOOK down a bit if it is causing problems by splitting off features into separate mods or removing them entirely.

Next, convert FOOK from FO3.  Install it.  Go through all the scripts in the FNV GECK and recompile them and figure out if any of the FOSE scripts need to be fixed for NVSE, etc.  Then make sure FOOK for FO3 still only impacts the FO3 world.  Make the appropriate changes as needed.  Possibly slim FOOK down a bit if it is causing problems by splitting off features into separate mods or removing them entirely.

Finally, put in a good 300 hours in each wasteland of gaming and debugging.

ArgusMercenary
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I could do that, but first I

I could do that, but first I'd need some free time to do it. Currently, I have college so I can't really spend that much time doing that. So far FOOK NV doesn't really touch anything but the vendor leveled lists, as far as I've seen. The weapons and armors don't appear in the capital wasteland. If I convert FOOK2 to work with TTW, I imagine I would have to edit the large list of armors that it adds, same for weapons but I imagine those weapons do not even have iron sights since they're FO3 weapons. I have no idea how I'd go about changing the weapons. 

One question though, what exactly would constitute as a FOSE script that would need to be fixed for NVSE? I know how to recompile the scripts but I haven't ever fixed a FOSE script. I do know how to make scripts though, that should be no issue.

thermador
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You would need to load the

You would need to load the GECK with NVSE (this is described in the NVSE help files and in our FAQ here).  There are some links in the FAQ that document the different FOSE and NVSE functions if you need them. 

Mostly, you would need to track down the scripts in the GECK that come from FOOK and then open them, add a space or a comment or something like, ";recompiled this one" and then save and see if it saves or if it gives you an error.  You may want to use the GECK PowerUp too, and/or make your GECK large address aware.

ArgusMercenary
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Yeah, I know how to load GECK

Yeah, I know how to load GECK with NVSE and how to correct the scripts. I'm guessing I'd need to "translate" certain FOSE functions to NVSE. This is definitely going to take a while, I saw how many scripts FOOK NV had and it was a lot, FOOK 2 probably has just as many or more. Doesn't sound too difficult, to be honest, I hope it doesn't end up being too difficult either. Compatibility with other mods might be a pain to work out though.

tact
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've been using ttw for a

i've been using ttw for a while now and just decided to make an account. Now i usually use fook new vegas but it doesn't have all of the features or weapons/armor etc. So I was wondering if someone skilled in modding/scripting could make a conversion. And if there's no way to carry on all the features, at least the armor and weapons/ leveled lists. thanks! And if u do not know what fook is here are the links: 

Fallout 3: http://fallout3.nexusmods.com/mods/4448//?       

FalloutNV:   http://newvegas.nexusmods.com/mods/34684/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fid%3D34684%26user%3D1&pUp=1

And thank you fook team and ttw team for all your hard work and effort put into these great moddifactions :)

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The ideal thing, at least in

The ideal thing, at least in my opinion would be to merge the FOOK2 features that don't overlap with FOOK NV into FOOK NV. The big problem is figuring out which are those features, then converting the armor's DR into DT, aside from that there's also the weapons, they'll need to be adjusted for FNV, it'd be necessary to add iron sights nodes to those weapons. 

I wanted to attempt this, at least when I get some free time, however I don't think this is exactly a one man job, and I really don't have much experience, I know how to use GECK and FNVEdit but I've never made a mod.

tact
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yea thats what I was thinking

yea thats what I was thinking, unfortunatly i have no modding experience and at least most of the fook team either stopped working on it, have better things to do or dont deal with ttw. And then there's the possiblity of permission problems. That is, unless you had the downloaders download it from the nexus first, which can sometimes get confusing depending on circumstances. Either way I can only hope someone takes this ambitious project on, cause i'd really get a better experience in game with this.

ArgusMercenary
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One of FOOK's members is

One of FOOK's members is still around, he answers questions regularly at the FOOK NV page, so maybe getting permissions would not be so complicated, assuming that he'd allow it though. The problem with this mod is that it is just so huge, I'm also wondering if it is going to start causing problems with pretty much everything else. FOOK is known not to play nice with a lot of other big mods.

tact
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Yea i see what you mean, I

Yea i see what you mean, I know fook 2 didn't really work with most mods, i fact, i never actually played fo3 with fook 2 because i was to stubborn to uninstall everything else, lol. But anyways fooknv worked fine with almost everything i have so if it was somehow combined and duplicates/unneeded fose scripts were taken out, im sure most conflicts could be solved with a little work depending on who converted it. As I said, I could live without a lot of the features, mainly all im looking for is the items and leveled lists, but if it was possible to fully convert it that would be amazing

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There is alot of neat things

There is alot of neat things FOOK2 added.

Weapons are not so important as they won't have iron sights plus with the weapons NV, FOOK and any other mod more then make up for it.

What i really wanna see is unique armors they made for important NPC Moria had a tool belt [ its in Tailor maid as well so you can just give it to her with that], and Riley's Rangers had unique gear that showed their class and also a few little nice touches here and there.

The other big thing is their follower Malcolm I really liked him, had his own voice actor and commented about your surroundings, even gave you advice similar to Sunny.  I'd love to see him come back they had others a girl named Deshia but as for as i know she was never voiced so i don't care so much, they also had a cyborg dog named K-9.

tact
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yea, plus overhauls like fook

yea, plus overhauls like fook 2 made the capitol wasteland feel more alive/not as empty

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I'm currently re-installing

I'm currently re-installing FO3 and FNV to provide a clean base for TTW 2.32. This sounds like a project I want to tackle, so I'll be taking a chainsaw to the FOOK2 plugins as soon as I get things running.

tact
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ok cool, tell me how it goes

ok cool, tell me how it goes

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I merged all of the FOOK2

I merged all of the FOOK2 plugins into a single ESM before running the conversion script on it (which is currently running). I'll have to see what it outputs to see where I need to go from there.

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Well, the conversion script

Well, the conversion script crapped out on me, so I have a lot of manual FormID changes to make. Once I fix all of the broken references, here's what I plan to do:

 

[*] Remove the CALIBR requirement.

[*] Remove all of the generic scripted features, as they can be found in FOOK-NV.

[*] Get rid of the Phalanx system, as New Vegas has better follower support.

[*] Remove all of he redundant weapons, armor, etc. between FOOK2 and FOOK-NV.

[*] ???

[*] Eventually merge whatever is left into FOOK-NV or make FOOK-NV a requirement.

tact
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sounds good. Hope it works

sounds good. Hope it works cause you seem like the only person doing this right now

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I got everything fixed up, so

I got everything fixed up, so now it's time for the first play-test to make sure nothing important is broken. I still have a lot of chopping to do.

tact
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again, awesome, cant wait for

again, awesome, cant wait for the results

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Woha that would be great. TTW

Woha that would be great. TTW + FOOK-NV + FOOK2, it would be like a dream.

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

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It'd be better if it's just

It'd be better if it's just one or the other, preferably FOOK-NV since it is that newest one but I'm sure that's being handled.

tact
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fook-nv doesn't have all the

fook-nv doesn't have all the features from it's fo3 counterpart

ArgusMercenary
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I meant as in merging both

I meant as in merging both and keeping the 4 esp/esm files from one of the two.

tact
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ah, ok yea that would make it

ah, ok yea that would make it easier and you could have a few more mods on with it like that

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Hi, just checking in to see

Hi, just checking in to see how the conversion is progressing, I'd love to have FOOK working with TTW. 

I don't have any modding expertise but I can help bug-test if you like.

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I managed to use fook 2 for

I managed to use fook 2 for TTW, with the conversion script, months ago. But the problem was its extremely freezing/lagging every second of game, it was unplayable, and it happens to also some other mods with the CS... But i'm a simple mod user, i'm not close enough to even the noobish modder in terms of experience of modding...

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I would guess those were the

I would guess those were the scripts probably. A mod that big won't be as simple convert, there's a lot that would need to be done to make it function.

luthien
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There are actually a lot of

There are actually a lot of issues with a straight conversion, such as most weapons overriding the NV-specific data that was added in the TTW ESM, weather overrides that don't have the "noon" data required by FNV and result in afternoon blackouts, etc.

 

My latest attempt at cleaning up the merged ESM resulted in the GECK throwing errors about FormIDs that don't even exist while loading, so I'm nowhere near the stage where I can start gutting scripts.

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If this: http://www.nexusmods

If FOOK-PN Convergence ( http://www.nexusmods.com/newvegas/mods/54398/ )

would be patched and merge for TTW, it would be the gratest Fallout dream come true.

Edit: + both EVEs merged and all Mod features extened in all DLCs. just think about its *Brain melt*

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

thermador
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Just merged seven FOOK

Just merged seven FOOK threads together. 

TJ
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No complaints here,

No complaints here, definitely no need for that many.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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I have not had any issues, I

I have not had any issues, I had one minor with the PN Balance - but got that sorted when I asked for help. If I am allowed to post links to the set up I use. The only reason for my crashes is the laptop gets a warm feeling and tells me to leave it alone for a couple of hours.

Just make sure you disable what you do not use.

It is only dangerous when you die

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What would be the negative

What would be the negative effects of using FOOK - PN Convergence without a patch?, I've been using currently and i haven't noticed any negative effects from it.

"It's all in the reflexes." - Jack Burton

freakydoo
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tact wrote:

tact wrote:

 

yea, plus overhauls like fook 2 made the capitol wasteland feel more alive/not as empty

lol... it's suppose to feel empty, big bomb, everything dies yada yada yada. :P

asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

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Darkersun wrote:

Darkersun wrote:

 

If FOOK-PN Convergence ( http://www.nexusmods.com/newvegas/mods/54398/ )

would be patched and merge for TTW, it would be the gratest Fallout dream come true.

Edit: + both EVEs merged and all Mod features extened in all DLCs. just think about its *Brain melt*

I take it that in its current form the Convergence mod is not compatible with TTW? If that's the case, is using the TTW-PN mod that I just found out about that is floating about here compatible with FOOK NV if I do what I usually do with them both and just leave out the Equipment module? or is it pointless as I can see one of the changes TTW makes is the removal of weapon doubles, which I realise is part of Equipment?

ArgusMercenary
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Darkersun wrote:

Darkersun wrote:

 

If FOOK-PN Convergence ( http://www.nexusmods.com/newvegas/mods/54398/ )

would be patched and merge for TTW, it would be the gratest Fallout dream come true.

Edit: + both EVEs merged and all Mod features extened in all DLCs. just think about its *Brain melt*

Not likely, if making a patch for NVEC is as complex as they claim it to be, I doubt TTW and that other mod will work nicely. Besides, the author doesn't use TTW, if there's a patch someone else will have to come up with it. I wish someone would but asking that of anyone is crazy, just dealing with FOOK and PN is insane enough, and that mod is more geared towards MMUE which I refuse to use in any situation. 

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Speaking of Fook-PN

Speaking of Fook-PN Convergance I would think just from looking at the description files for PN and adding effects to armor (you just add the item formID to the proper formlist) that it would be easiest, relatively anyway, to pull out all of Fook's scripting so that you just have the items and then put add them to the right formlists to let PN handle stealth and vision effects.

Kudaria
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On an existing game I pulled

On an existing game I pulled out my mods and followed (mostly) the direction for the PN-Fook Convergence up to phase 2.  Exceptions were to follow the directions for the TWW EVE patch.  Then I added the patches for TWW PN and TWW WMX.  Lastly I made a merged patch, deleted the automatic leveled list and made an attempt at a handmade leveled list per the convergence directions.

My save game is working but there have been a few changes made such as raiders (I'm still in the capital wastelands) wearing fiend armor and the replacement of 10mm pistols with the fook version and my sniper rifle with the fook version.  I also ended up getting the quest notices for the NV dlc quests.

My guess is I did something wrong with the leveled lists as I didn't know exactly what I was doing except trying to bring forward the chages from the convergence patches and the tww patches.

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Fiends and raiders wear the

Fiends and raiders wear the same clothing, so any change to that list will effect both of them.

30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.

Breton Warrior
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Xporc is the FOOK NV team

Xporc is the FOOK NV team member who still posts at the Nex, he was with FOOK2 and towards the end was pretty much the driving force that kept it going. Someone mentioned Phalanx the Follower Mod added into FOOK2, the author would not use FOSE, so unless one of the other script writers changed some of his work the Phalanx scripts should not require FOSE, that may make it easier to pull those out if you do not want them?

I think Xporc could give permissions for some of FOOK NV content and maybe some of FOOK2 as well, but Meshes and Texture work was all done by other Authors, Wei from EVE did quite a few, Martigen helped with stuff for MMM with FOOK2, WMK was the same Anistar worked with FOOK2 for a short time to get WMK to work with it. Xporc was the driving force towards the end but he was not the original Author (Team Leader) I only remember the originator as 'Link' (Linkauge or something like it was his full name) he may still need contacting for permissions?

Breton Warrior
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To add another line of

To add another line of thought to the subject which I think might have been mentioned before? FOOK2 in many respects was a collection of Mods merged together, like Explosive Entry, NPC Names the list is quite extensive.

So a look through of any of the last 'Descriptions' or Read-Me would give anyone a good list of some parts of FOOK2 that you can add yourself. A lot of the final Talon Armour was a mix and match of Anistar's Dragonskin Armour and Tailor Maid was used as well to help build the final look to quite a few other faction NPC's, I keep it running in my original FO3 build as FO3 does not 'feel' right without FOOK2 in it. BW

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Niar26 wrote:

Niar26 wrote:

 

I managed to use fook 2 for TTW, with the conversion script, months ago. But the problem was its extremely freezing/lagging every second of game, it was unplayable, and it happens to also some other mods with the CS... But i'm a simple mod user, i'm not close enough to even the noobish modder in terms of experience of modding...

I did the same as Niar a while back. I know how to script in GECK, but the problem with Fook is that there is about 15-25+ scripts. Many being pretty extensive. I guess the easiest way to find the script that is causing the lag is to copy the script, delete all its functions below SCN <scriptname>, then paste the lines back in if it still continues to stutter. But who knows, it might also be a model problem. 

I am not doing this myself as I have no interest in converting it, but if anyone wants to try that, that might be your best chance at getting it working at this time.

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