Fallout 3 mods

Nice one. That is a good mod.

How would I tell whether fook2 is installed correctly?

Press and hold O and the FOOK2 menu should come up and will allow you to configure the options and assign hotkeys for nightvision/grenade etc.

Other than that, if it's running then it should be ok. Assuming you enabled all of the files in FOMM

It is definitely the best thing to install the overhaul first and then make sure that is working and then build on that
 
Obviously the FOSE dependent options will not work without FOSE installed so you will need that.

I think it's stuff like Grenade hotkey/Explosive entry etc.

Another way to check if it is working ok, Is there a dog at the birthday party at the start called K-9?
He is one of the followers added by the Phalanx module of FOKK
 
Yes I have both of them.

I just clicked new game, and a load of messages came up saying that my mods were conflicting with each other :o

Welcome to Fallout 3:p

What mods are you running? Might be a load order problem

If mods are conflicting, run FO3edit and it will load all of the mods and tell you which ones might not be in the right order
 
All ESM's have to be loaded before ESP's for a start.

Otherwise this is the order that i have those mods running

FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
DarnifiedUIF3.esp
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Main [Hotfix].esp
FOOK2 - DIK [Hotfix].esp


I suppose Unofficial Fallout 3 patch does no harm, but most of the fixes in it have already been fixed by official patches tbh. There are actually very few things it fixes now

FOOK2 should always be low on the list, the only things you should load after it are things that you wish to change **** features such as the way followers behave, in this case, if you load after FOOK2 it will overwrite it.

The only mods that i load after FOOK2 are MMM, enhanced weather, dynamic weather and RI Primary needs
 
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They are. And you have the dlc installed. The dlc affects the main game as well, especially Broken Steel, you have to enable them all if you have the dlc installed:)
 
Try setting them up like this-

fallout and dlc first
CALIBR.esm
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
DarnifiedUIF3.esp
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Main [Hotfix].esp
FOOK2 - DIK [Hotfix].esp
 
Now that i think of it, i'm not completely sure that the dog is at the party, as the game is so unscripted in many places, it might have just been there in my game.

You can't recruit him yet anyway, it doesn't necesarily mean that it's not working
 
Hmmm, I wonder if there's any other way to check that it's 100% working.

did you extract the FOOK2 open beta data files to steamapps/common/fallout3 goty/data?
Then extract the main files to data as well
Then apply the hotfixes/patch.

If you try doing it again it will only overwrite things anyway so it can't make it worse

^ i think it is fine, its in steam i don't think it matters

I am using the Steam GOTY as well btw
 
Two things guys.

Is there a flash light (I can't remember) and does anyone know why my game freezes for a few seconds every minute or so? I have the latest Steam version so I assume it's not patch related.

Press and hold tab to turn on pipboy light, there is also a flashlight mod, buti have never used it.

Try the stutter remover
 
^ Centurion. There is definitely no mod conflict. Maybe it is all installed properly. You definitely have the open beta data files in the right place?


Get to Megaton, and or wait outside to find out more. The nights should be so dark you can't really see a thing if it is installed properly
Also just to the left of the Megaton entrance there should be a small caravan with a guy called Gary in it. He compiles your follwers system
 
it will not do any harm. The only fix that i know is still useful is one which changes dogs movement so that they move their legs all the time. Occasionally before the patch you would get them floating along the ground:D

Yeah, as soon as you get outside, wait until night, you will be able to tell if Felluts darker nights are activated as you will not be able to see a thing.
 
You have to run the game through FOMM, run with FOSE option to use mods which require FOSE (most do)

I think shift changes between walk and run, but not sprint. You will need a seperate mod for sprinting.
holding shift should make you walk instead of run and caps lock should toggle between them
 
Yes it means there are missing meshes. It must be down to the FOOK2 folders being in the worng place or maybe missing is all i can think.
This also happens when ArchiveInvalidation is not set up.

Basically, a mod has altered an item(FOOK2 is the only mod you are using that does this), but the texture/mesh is missing for the item
 
I had to reinstall FO3 a few times due to things like this. Thank God for Steam Back up though!

TBH though, you shouldn't have to reinstall as FOOK2 is the only mod you have done so far, so you will just have to overwrite the files

Have you actually run the Archiveinvalidation program? you know it is not just a plugin, you have to run the exp
 
Doesn't really matter, but some think it's best to do it after every mod you install. Some people run it, then install a mod, run it again, install another mod etc.
I have never had to do this(i just throw them all together and hope for the best and then work through the problems:p)

First thing to do would be set up FOMM and FOSE.

Definitely make sure you are putting them in the right folder though. All ESP's/ESM's textures/meshes etc need to go in the Fallout3goty/data folder:)
 
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