FALLOUT 3
FOOK2 v1-2 Open Beta by FOOK Team
Fallout 3 » Gameplay Effects and Changes
Added: 27/02/2009 - 09:37PM
Updated: 27/04/2014 - 10:34PM

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Uploaded by LinkesAuge

Description

Last updated at 22:34, 27 Apr 2014 Uploaded at 21:37, 27 Feb 2009

Name: FOOK2 - FallOut Overhaul Kit
Version: 1.2 Open Beta
Date: 20140427
Category: Gameplay Effects and Changes
Requirements: Fallout 3 v1.7 (and *all five* DLCs if you want to use the FOOK2 - [DIK] DLC Improvement Kit)
Recommended: Fallout Script Extender (FOSE) v1.2 b2 is required for some FOOK2 features.
Recommended: DarNified UI F3 v a11 is required for some FOOK2 features. Install before FOOK2.
Author(s): The FOOK Team
Source: http://www.nexusmods.com/fallout3/mods/4448

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Description:
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The FOOK (Fallout Overhaul Kit) mod is a complete overhaul of the game, adding hundreds of new items, high quality retextures, and many new gameplay features to the base Fallout 3 game. All items are completely rebalanced and fully integrated into the game along with support for all of the Fallout 3 DLCs.


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Dev Team Update:
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NOTE
* DarNified UI F3 a11 and Fallout Script Extender (FOSE) required for Grenade FPS Hotkey indicator and FOOK2 Nightvision crosshair/right HUD charge status meters
* Never ever select "Set all options to FOOK2 Defaults" more than once in the same game session

20140427
- replaced Eat'O'Tronic mesh with a different model (thanks fraper and thanks to Ez0n3) - http://www.nexusmods.com/fallout3/mods/14164
- fixed errors in "FOOK Hotkey Warning" message and FookHotkeyCheckSCPT (thanks to Drithius)
- fixed sideways M1 helmets (thanks Mr. Mister)
- fixed several scope meshes to improve accuracy (thanks Vincord)
- edited Mitchell's Side Arm so that the laserpointer turns off when holstered

20140304
* FOOK2 v1-2 Open Beta Main Files is now FOMOD-Ready, on activation in Fallout Mod Manager or Nexus Mod Manager it checks for FOOK v1-2 Open Beta Data Files, checks for DLCs, installs, then sets activation and load order
- replaced some meshes and textures so that Field Jackets no longer glow (thanks to Jethead)
- replaced Colonel Autumn's Uniform mesh so that females wearing it longer stand on tip-toes (thanks to Jethead)
- replaced some meshes so that Hei Gui Stealth Armor is not see through at wrists (thanks to Jethead)
- replaced several meshes so that female Merc Grunt based outfits are not see through at boots (thanks to Jethead)
- edited Grenade FPS Hotkey script so that the toggle no longer rolls (one press equals one toggle) and added support for DLC grenades
- replaced nightvision goggles with ones that cover the eyes (thanks to Antistar) - http://www.nexusmods.com/fallout3/mods/2725
- edited nightvision script to reapply charge status meter settings between game loads and rewrapped FOSE commands to protect non-FOSE users
- edited nightvision options script to not destroy your nightvision goggles if you disable nightvision
- replaced texture to fix nightvision right HUD status display
- reverted minigun projectile mesh to vanilla to fix missing muzzleflash, missing tracers, and sideways tracers in VATS (thanks Hornet)
- added ProjectileNode to Annihilator mesh (thanks Hornet)
- removed Backpack from Perforator mesh (thanks Hornet)
- edited 8mm projectile mesh to fix underarm tracers in VATS (thanks Hornet)
- added scope use to HK XM8 Compact (BoS), HK XM8 Compact (Enclave), and Spec Ops XM8
- removed extra menu files
- removed extraneous description from the Armor & Apparel QA Box message
- removed Field Salvage Kit from QA Box message and script

20140214
* Hotfixes are now part of the FOOK2 v1-2 Open Beta Main Files archive.
* Refurbish DLC uses tokens made from unused ARMO records in Fallout3.esm, some mods restore these unused ARMO records to NPCs and LVLIs, which can cause conflicts such as neverending Refurbish DLC menus or crashes, this hotfix should fix that, but some mods may still require compatibility patches
- Edited Refurbish DLC token scripts to only run on player, replace tokens in containers other than the player with FOOK2 versions of the unused ARMO records as new records, and remove any non-container instances of tokens
- Replaced Wasteland Scout Hat meshes with working versions (thanks Kiwi and the CotW Team) - http://www.nexusmods.com/fallout3/mods/1903
- Added restored items to QA container FOOK [Apparel] (Kid's Ballcap with Glasses, Kid's Blast Off Helmet, Kid's Pre-War Outfit and Watch, Kid's Wasteland Scout Hat, and Surgical Mask)

110601
- added note that Broken Steel is started and that there are no other options in Refurbish DLC, Broken Steel Options
- added Outcast T-45d Power Helmet to red NVG list (thanks Selene)
- delayed the FOOK Basics message until player is level 2 (thanks FO3Phalanx)
- fixed FN Five-Seven (Silenced) texture path
- fixed menu looping in Refurbish DLC, Force Start Point Lookout
- fixed NPC packages in GNR battle act (thanks Selene)
- fixed various copy, file, and record errors from 1.1B2HF to 1.2OB in 1.2OBHF

110409
- fixed .45cal ammo mesh (thanks baihbalm)

Thanks to (in no particular order) BAN, Tarrant/FO3Phalanx, JustinOther, Jethead, the FOOK Team and everyone who ever contributed to the FOOK project.

Be sure to check our FOOK - New Vegas by The FOOK Team mod!

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Details:
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Thanks to everyone who ever worked or contributed to FOOK2.

It's important that you wait 4 days in an empty cell and that you have invalidation invalidated working.
* Please note that you should create a news save if you've never been using FOOK (or been using FOOK 1.0) before. Otherwise, you must wait 4 days in an empty cell.
* Installing FOOK will shorten the range of the DLCs radios. Don't be afraid, you can still access the DLCs the normal way, excepted for Point Lookout - Nadine is in Rivet city, and you need to talk to her for the boat to appear.
* Don't be shy, tweak the FOOK options to your likings. You can, for example, remove the Explosive Entry feature if you dont plan to use it, removing the Do Nothing / Activate choice at a locked door. You can also remove Power Armor Battle Damage if you like looting! Etc.

1.2 Patch Notes
* Re-organized, optimized, checked, updated, cleaned and generally improved every data ressources. As it is, 1.2 includes 1.0 and 1.1 ressources, with many fixes.
* Sunglasses Collection by farbentier - http://www.nexusmods.com/fallout3/mods/4118
* xCALIBR by EARACHE42 - http://www.nexusmods.com/fallout3/mods/11684
* Last Fellout fixes & updates by Hattix - http://www.nexusmods.com/fallout3/mods/2672

FOOK Menus
* To open them, equip the [FOOK Menu Hotkey] in your inventory or, if you have FOSE, just press O (at least a second).
* There is an option to activate near Vault 101 the FOOK Quality Assurance Boxes containing all of the game's items. You can also just open them on the fly using the right options. If you have FOSE, just press = (at least a second) to open the proper menu.
* You can also remove your Pipboy glove, give yourself the Power Armor Training perk, access an infinite Bag of Holding, and more!

FOSE Advanced Features
* 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).
* Shortcuts to many features like the FOOK Menus (O and =) and Night Vision (N) on some helmets.
* Melee Lock-On : allows you to lock on to enemies via a hotkey (C) while you have an Unarmed or Melee weapon equipped.
* FPS style Grenade Hotkey mod integrated.
* NVGs: Night Vision capacity for some headgear, like the Power Helmets. To use them, equip the [Nightvision Switch] in your inventory or, if you have FOSE, just press N (at least a second). The NVGs needs some minutes to be fully loaded, and you can edit the duration of their batteries in the FOOK menus.
* Explosive Breach : Mechanics to breach locks with Explosives.
* Power Armor Battle Damage : Power Armors takes more damage from battle, possibly being destroyed and unrepairable.
* Heavy Weapon Handicaps : Makes your aim unsteady if using a two-hands-handled weapons without having a Power Armor.

Items and Factions Overhaul
* Thousand of weapons, armors, ingestibles and various items added to the game.
* All are lore-compliant with the Fallout Universe and all are fully integrated into the Fallout 3 Gameplay.
* All weapon and item stats completely reworked and balanced for consistency
* All factions now feature uniques weapons, armors and ambiance.
* Complete overhaul of the NPC templates and leveling system for all major factions

Followers Overhaul
* Phalanx mod by FO3Phalanx integrated - http://www.nexusmods.com/fallout3/mods/1925
* There are 3 new followers. Malcolm is in Megaton. Deisha is in Rivet City during business hours. K-9 is a cybernetic dog standing around the side of Megaton's wall, to the right of Megaton's main gate.
* They no longer have limitless-ammo weapons upon hire, but they come with several weapons + substantial ammunition for them.
* Dogmeat's default combat behavior is different, if you have him parked you should try him again.
* There are no limitations on how many followers you can have at once, and, their karma-hire restrictions are different.
* Followers choose weapons for their fights based upon distance from the target. They percieve 3 ranges - sniper range (long), mid-range, and close. In a fight, if distance from the target changes, they switch among their weapons.
* Followers may stims themselves. Be sure to give them ample supplies.
* Followers will now follow you in The Pitt and Point Lookout.

Weapons Details
* Over 150 weapons added!
* High-quality retextures of all vanilla Fallout 3 weapons
* Unique variants of many vanilla FO3 and FOOK weapons
* Realistic, high-quality shell casing models and textures
* New and improved weapon sounds
* Seven added ammo types

Armor & Apparel Details
* Large variety of Armor, Apparel, and Accessories added.
* Many new Combat Armors, civilian and military gear, even backpacks.
* Complete overhaul of all Power Armor and Helmets with Ultra High-quality textures.

Misc Items Details
* Many new food items.
* High-quality models and textures for FOOK and Fo3 Ammo Boxes.

Visual Effects
* EVE mod by weijiesen integrated - http://www.nexusmods.com/fallout3/mods/340
* Dozens of new visual effects for energy beams, projectiles, impacts, explosions, and critical deaths.

Wastelands Overhaul
* Fellout mod by Hattix integrated -- http://www.nexusmods.com/fallout3/mods/2672
* Streetlights Mod by --
* Many notes, terminals and other letters were put in all the Wastes. From Zimmer's Room to Sonora Cruz's House, from Fort Bannister to Colonel Autumn's private Terminal, discover many new secrets.
* From the depths of Vault 92 to the Yao Guai Caverns, many places were given new bosses, unique weapons and loot.
* Abandoned Car Fort map marker upgraded. Search for the missing Wastelander!

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Requirements:
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* Fallout 3 v1.7 (and *all five* DLCs if you want to use the FOOK2 - [DIK] DLC Improvement Kit)

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Install:
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* Completely remove any version of FOOK2 1.0 RC, or earlier, including savegames. You *must* start a new game.

* Fallout Mod Manager (FOMM) and the 32bit version of Nexus Mod Manager (NMM) both have an issue with the FOOK v1-2 Open Beta Data Files archive. They can not extract it without crashing due to the very large "FOOK2 - Main.BSA" file inside. You will have to manually install this archive. The 64bit version of NMM does not have this problem. NMM uses the same download for both 32/64bit versions and installs the 64bit version if a 64bit operating system is detected.

* You will need ArchiveInvalidation Invalidated! (AII!) or a mod manager with an archive invalidation toggle.

If installing manually:
1. Download the latest version of the FOOK v1-2 Open Beta Data Files archive.
2. Extract the archive to a temporary location. FOOK includes many loose files, mainly fixed meshes and texture replacements for vanilla armors, creatures, items, and guns.
3. Copy those files and folders ("CALIBR.bsa", "FOOK2 - Main.BSA", "meshes", "sound", and "textures") to your "Fallout 3Data" folder.
4. Download the latest version of the FOOK2 v1-2 Open Beta Main Files archive.
5. Extract the archive to a temporary location.
6. Copy those files and folders ("CALIBR.esm", "FOOK2 - Main.ESM", "FOOK2 - [DIK] DLC Improvement Kit.ESM", "FOOK2 - Main.esp", "FOOK2 -[DIK] DLC Improvement Kit.esp", "FOOK2 - Main [Hotfix].esp", "FOOK2 - DIK [Hotfix].esp", "menus", "meshes", "sound", and "textures") to your "Fallout 3Data" folder.
7. Use a mod manager to activate the FOOK2 plugins and set your load order.

If using Fallout Mod Manager (FOMM):
1. Download the latest version of the FOOK v1-2 Open Beta Data Files archive.
2. Extract the archive to a temporary location. FOOK includes many loose files, mainly fixed meshes and texture replacements for vanilla armors, creatures, items, and guns.
3. Copy those files and folders ("CALIBR.bsa", "FOOK2 - Main.BSA", "meshes", "sound", and "textures") to your "Fallout 3Data" folder.
4. Download the latest version of the FOOK2 v1-2 Open Beta Main Files archive.
5. In the FOMM Package Manager select Add FOMod, browse to and select the FOOK2 v1-2 Open Beta Main Files archive, and then Activate.
3. Double-check your load order in the main FOMM window.

If using Nexus Mod Manager (NMM):
1. Select Download With Manager for FOOK v1-2 Open Beta Data Files from the FOOK2 v1-2 Open Beta by FOOK Team Files page and Activate in NMM.
2. Select Download With manager for FOOK2 v1-2 Open Beta Main Files from the FOOK2 v1-2 Open Beta by FOOK Team Files page and Activate in NMM.
3. Double-check your load order in the Plugins tab.

Load Order without FOOK2 DIK:

Fallout3.esm
CALIBR.ESM
FOOK2 - Main.ESM
<---
<---mods that FOOK2 can override
<---
FOOK2 - Main.esp
FOOK2 - Main [Hotfix].esp
<---
<---mods that need to override FOOK2
<---

Load Order with DLCs and FOOK2 DIK:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
<---
<---mods that FOOK2 can override
<---
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Main [Hotfix].esp
FOOK2 - DIK [Hotfix].esp
<---
<---mods that need to override FOOK2
<---

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Un-Install:
===============

If installed manually:
1. Delete the files and folders that you manually installed.

If installed using FOMM:
1. Delete the files and folders that you manually installed.
2. In the FOMM Package Manager Deactivate FOOK2 v1-2 Open Beta Main Files.

If installed using NMM:
1. Select FOOK v1-2 Open Beta Data Files in the Mods tab and Deactivate.
2. Select FOOK2 v1-2 Open Beta Main Files in the Mods tab and Deactivate.

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Upgrade:
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Once the new FOOK version has been installed:
* If you used FOOK2 1.1+, open the FOOK2 Options, then Set all options to FOOK2 Default, save, and exit the game. Now you can then edit them as you wish, this operation is just to make sure your save is updated to work with the latest features.
* Wait four days (of in-game time) in an unoccupied location to reset the NPCs inventories. A player's house is a good place for this.

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Compatibility:
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As FOOK2 is a complete game overhaul, it's advised to be very careful when installing it with other mods. Known incompatible mods includes anything touching the Followers system, anything touching the armors, weapons and main factions, anything touching the DLCs, and so on.

Most big mods will have Compatibility Patches to eventually use with FOOK2, but be careful - some, like Fallouts Wanderer Edition, will never play nice with FOOK2. Others, like Marts Mutant Mod, will just need the appropriate compatibility patch to work wonderfully with FOOK2.

* Be careful of outdated Compatibility Patches and plugins. Outdated plugins may crash your game or cause the dreaded no main menu freeze.
* Major mods added to FOOK2 are EVE, Phalanx, DLC Refurbished, AMPUTATE, Selected Containers Respawn, Melee Lock-On, Fellout, Streetlights mod. You must remove those mods from your load order before using FOOK2.
* Be careful if you are using the Unofficial Fallout 3 Patch to load it before FOOK esps. Note that the UF3P Broken Steel patch may be crashing your game, with or without FOOK. Better yet, use the UPDATED Unofficial Fallout 3 Patch by BenWah and Hairylegs.
* Follower overhaul mods are not likely to play nice with FOOK.
* Mods which make modifications to vanilla followers may make the follower not obey commands. If this happens, the author making a FOOK-specific version of the mod (when FOOK it is out of beta) should rectify this.
* Some mods which add followers will break Malcolm, Deisha, and K-9, and mess up the dialogue for the other followers. This indicates a design problem with the other mod, if this happens.

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Contact:
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xporc or blove at nexusmods.com

People who worked on FOOK2 includes LinkesAuge, xporc, JustinOther, FO3Phalanx, Jethead, HugePinball, BAN.

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Recommended/Compatible Mods:
===============

*Fallout Script Extender (FOSE) v1.2 b2 is required for some FOOK2 features.
*DarNified UI F3 v a11 is required for some FOOK2 features. Install before FOOK2.
*Marts Mutant Mod - RC 62 by Martigen when used with MMMFOOK2 Compatibility Patches by BAN
*Weapon Mod Kits by Antistar when used with WMKFOOK2 Compatibility Patches by Antistar

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