Fallout 3

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Original work by the FOOK Team and related modders and edit by SethCreiyd

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SethCreiyd

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About this mod

An in-development tweak for FOOK 1.6 focusing on difficulty, realism, and bugfixes. Not an official FOOK release.

Permissions and credits
S-FOOK v.0.1.7

A personal project I am sharing with anyone who has similar tastes in gameplay.

FOOK Website: http://www.fookunity.com/

0.1.7

- Edited Jericho weapon entry for bugfix (Jericho now uses his assault rifle)
- Revised lasers' gore-on-death effects, lowered weight on energy rifles
- Revised weight and damage for gatling guns

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Intro
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v.0.1.7 - Small update. For FOOK version 1.6. Public BETA. Unbalanced as-is. I need feedback.

S-FOOK is a compilation of tweaks for FOOK, the main focus is combat. Weapons are MUCH deadlier. Humans are (almost) the most dangerous thing in the wastes - indeed, it is weaponry and not just thumbs that set us apart from the animals. However, the critters have gotten tougher, too. They deal more damage and many take longer to succumb to attacks. Read further below for more details.

S-FOOK does not overwrite or modify any official FOOK files. I am not affiliated with the FOOK Team, though I'm not opposed to the possibility. The files provided herein are edits by me and are not supported by the original authors, so please do not bother them with questions regarding S-FOOK.

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Requirements for S-FOOK:
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- Full Installation of FOOK 1.6 ( http://www.fookunity.com/main/ )
- CALIBR Community Ammunition Library ( http://www.fallout3nexus.com/downloads/file.php?id=3447 )
- Fallout Mod Manager ( http://timeslip.chorrol.com/fomm.html )

Once you have installed these, you are ready to install S-FOOK.

This mod is best played with a new game, but it will work with existing saves. The changes made by the mod will not take effect in preloaded cells until the cell resets, so you may have some naked people for a short while.

For instructions on converting from FOOK to S-FOOK with a current save, scroll down this document to the "Switching from FOOK" section.

Be warned that if you load S-FOOK into a saved game, you may encounter very strange things, like people in underwear without their equipment. This is normal.

You need to wait for them to respawn, which usually happens after 3 days. You can do this quickly with the following method:

- Enter an interior with no one or very few people in it.
- Bring up the console and type "Set Timescale to 1000000" without quotes.
- Wait 3-5 seconds. Then type "Set Timescale to 30" (this returns it to the default value, I use 10 but that's a matter of taste)

Then save. Things should now be okay.

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What It Does :
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I gell in love with FOOK, but playing with enhanced damage beforehand spoiled me, and I couldn't go back. So, this is a FOOK port of my private weapon/damage overhaul in a semi-ready state.

Enhanced realism is the goal of this mod. To increase difficulty, not by making human beings unnaturally resistant to modern weapons, but by making those weapons hurt EVERYONE more.

You will need to learn new tactics to survive. Foes whose feebleness you once laughed at will now set your heart a drum. You won't live for long standing out in the open like a sitting duck. You'll need to take cover and protect yourself. Perhaps you can wait in the opposite corner and wait for your assailant to run by, so you can disarm his weapon (Make use of VATS on weapons they're holding!).

You can increase your chances of survival by travelling with others, but the Wasteland remains a punishing place. Sometimes you'll be hopelessly outmatched. Sometimes you'll need to run for your life. But, at least you'll be alive.

In short, S-FOOK aims to make the Wasteland a much more dangerous place, where you must use cunning and gall and fortune to survive.

At least, that's the idea. If you find the damage to be outside your liking, try adjusting your difficulty.

You should read the documentation for FOOK to get a sense of this mod. S-FOOK simply builds on the foundatin FOOK provides.

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Changes to WEAPONS:
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- Un-hid gatling/minigun backpacks. This helps fix a couple of graphics glitches and I prefer it, anyway.
- Vastly raised damage for all firearms and explosions. Surviving a firefight is now something of a challenge.
- Less "fake" explosions - explosions added for cinematic effect now properly damage the player.
- Rebalanced energy weapons for more damage but less accuracy than Small Guns (on average)
- Revised spread on some automatic weapons, increased rate of fire (vz, fn-fal)
- Added "Victory Rifle Knowndown Effect" to Victory Rifle
- Increased AP cost for all firearms in VATS (+10 average)
- Increased firing distance for AI with Raider weapons
- Sonic weapons; pistol, rifle, and blaster, added to leveled lists
- Increased radius for Fatman type nukes (+3000 or so, nothing crazy)
- Adjust projectiles file entries for speed and range
- Removed tracer effects from most bullets (minigun exception)
- Fists deal more fatigue damage
- Moderate to greatly raised fatigue on spawned NPCs and creatures
- Blunt melee weapons damage fatigue, now much more feasible to KO an enemy instead of killing them

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To ARMOR:
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- Tweaked armor ratings for most armors designed for combat
- Power Armor defense and carry weight bonuses greatly increased (+100lbs and AR)
- Removed Power Armor requirement on equippping gatlings. Instead, they now weight a LOT more.
- Clothing weight tweaked for realism (heavy armor is heavy, bandanas are weightless and without AR)
- Raised Weapon and Armor Health so repairs are needed less often

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Creatures and NPCs:
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- Raised health of high level enemies and destructible statics to compensate for increased weapon damage
- Game setting tweak to allow slightly higher average NPC health to match new weapon damage
- Bloatfly Darts now venomous
- Some fixed NPC levels for "Boss fights"

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Misc. Changes:
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- Revised gore for enemy kills; now less common and more weapon specific gore
- More organic feel to item names (ie. 'Field Jacket Blue" renamed to "Blue Field Jacket," "Bandana black pattern" to "Black Bandana")
- Removed "Raider" from names of Raider equipment
- Fixed a number of grammatical errors

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COMPATIBILITY
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Martigen's Mutant Mod RC3.1 has been tested to work with S-FOOK with the provided compatibility plugin.

FOOK Optional Plugins - They should work with S-FOOK, but are largely supported. Use them at your own risk.

If a mod is designed to work with FOOK, it _should_ work with S-FOOK, but it's iffy. Be careful and mind your load order.

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Switching from FOOK?
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You can switch from FOOK 1.6 to S-FOOK by renaming S-FOOK.esp to FOOK.esp and starting as normal. PLEASE keep backups of the old files and save games, because you'll need them if you decide you don't like S-FOOK's changes.

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Troubleshooting
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First, check the official FOOK site: http://www.fookunity.com/main/index.php?option=com_content&view=article&id=103&Itemid=281

If you come across a problem not covered there, please tell me. Do not bother the FOOK team, they are not responsible for problems with S-FOOK.

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Conclusion
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Please let me know if you find problems. I'll keep fixing glitches as long as people are finding them. If you have any questions or comments about the mod, you can find me across the Internets at [email protected].

There's bound to be a bunch of things I have missed, but I intend to keep this mod updated and as glitch free as I can make it. So please, if you have noticed something that needs to be addressed, share it.

One last note... High damaging weapons are the point of this mod, and this is largely a personal project. I'm interesting in balancing, though - as much as possible while keeping weapons deadly - and I'm open to advice.

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Near Future Agena
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- Fix glitches, stat issues and other problems carried over from FOOK
- Add more new weapons; metal bat, ballistic missle launcher, quicksilver launcher [unique: americanium cannon], fission battery launcher, alien dart gun,, liberty laser, automatic missle launcher, flashbangs, Tazers, make some created from other weapons by workbench
- Mew meshes and new textures for new weapons
- Unique effects for all unique weapons, both subtle and gross
- More integrated DLC presence in the Capital Wasteland (items in leveled lists)
- New weapon sounds optional
- Cross mod compatibility expanded

Stuff I'm Only Thinking About:

- Equip Raiders, Wastelanders, and Civilians with a wider range of outfits and low tech weapons
- Equip Enclave and BoS troops with more various, higher tech weapons
- Supermutants to use less high tech weaponry and more grenades

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If You Like This
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Take a minute or two to read the credits of FOOK, if you will, because the work I did is nothing compared to the
combined brilliance of these modders.

http://www.fookunity.com/main/index.php?option=com_content&view=article&id=110&Itemid=289

These are the people who made FOOK. If you like aspects of the mod, please visit their sites and give them your vote. They made this possible.

In unison with the FOOKunity credits page, I humbly thank all members of the FOOK team and every beta tester, and the entire FO3 modding community, without whom FOOK wouldn't be.
I also thank Bethesda for the GECK and for giving Fallout new life, everyone who has given me feedback, and everyone who likes this mod.

I wonder how many times I've typed FOOK in this document.

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http://sacred-texts.com/oto/lib148.htm
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