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[MOD下载] 【2010年4月更新】FOOK2 v1.1 Open Beta

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发表于 2010-4-3 15:04:05 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
Yep, you read that right. It's [strike]coming[/strike] FOOKING HERE!

The FOOK team is finally ready to unleash eleven barrels of hell! Months of works will finally be able to be playtested by everyone willing to do it!
Remember that this is an OPEN BETA, so some things will be unfinished, some bugs will be found, and that almost all of your compatibility patches will be messed up until their creators update them.

Check our download page. It's [strike]not up yet[/strike] BY THE EMPEROR, IT'S FINALLY HERE!

See list of hotfixes for 1.1 Open Beta.

DO NOT use the Unofficial Fallout 3 Broken Steel patch or the FOOK2 UFP Broken Steel patch we once provided, PLEASE. IT'S CONFLICTING WITH FOOK2.

Before doing anything, you should really read this whole topic, as well as our Bug / Known Issues list, and our Bug report guidelines. You should report anything that seems strange, bugged, unfinished, even if they are FOOK2 1.0 issues (now it's time to finally fix them!) and maybe even vanilla Fallout 3 / DLCs issues. We may be able to fix them, but be sure they are from older versions or the vanilla game before to report them.

We wont support people using a shitton of mods and asking "LULZ WHATS WRONG WIHT ME PLOX".

TO EVERYONE INVOLVED IN THE MAKING OF FOOK 1.1 - I'M SO FOOKING PROUD OF YOU. Let's all celebrate our heroes, that worked tirelessly for months to release this very piece of awesomeness.  Yep, heroes. I mean it. Justinother and FO3Tarrant, I so want to bring you out to drink a beer, right now.

"Although the Golden Throne of Terra orbits a distant star far from here, the Emperor's hand is on your shoulders today. You have fought and displayed bravery and loyalty far and above your calling as Guardsmen. You have faced the full brunt of an Ork Waaagh! as well as stared down the horrors of the Warp in the fallen Space Marines, and in that I am honoured to have led you." -- this badass quote quite represent my feelings on this. /salute

1.1 Installation
    [li] Step by step: 1) Install 1.0 2) Delete the 1.0 plugins. Yes, all of them. 3) install 1.1, use thosE plugins only, see recommended load order below. 4) Grab the FOOK 1.1 Cumulative Hotfixes patch - check the stickies in the Bug Reports/Tech Support subforum. 5) Load that. Again, check the load order below if you didn't read 4). It is advised you use a clean install and a new game, and bug reports without a 1.1 only game will be ignored.[/li][li] Be careful to remove WANK, EVE and all the other FOOK2 plugins / fixes. They are now integrated into FOOK2 - Main.esm.[/li][li] DIK now require Mothership Zeta to launch itself. Sorry guys ![/li][li] Be careful of outdated Compatibility Patches and plugins. WMK-FOOK2 plugin was already too old for FOOK2 1.0, and wasn't compatible with the EVE Plugin (which has now been merged). Outdated plugins may crash your game.[/li][li] Major mods added to FOOK2 1.1 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 1.1.[/li][li] Be careful if you are using the Unofficial Fallout 3 Patch to load it before FOOK esps.[/li][li] Be careful with the Destruction mod, as some of its plugins require WANK as a master - master that don't exist anymore in 1.1. The best solution is probably to remove Destruction until a proper update is made to the mod.[/li][li] It is highly advised to remove FOOK2 & DIK 1.0 from your load order, to wait with your savegame in an empty cell for four days, and then to activate FOOK2 1.1 if you dont want to create a new character. Check the credits for other incompatiblies that may happen with 1.1.[/li][li] Be careful to have your game updated to official patch 1.7, and your FOSE to at least v1.2b.[/li][li] Remove anything of value from the Amata, Brianna, Lucy West and Colonel Autumn followers before to install FOOK 1.1. They are removed from the mod. The Brianna and Lucy West should be generally usable by loading the original mod. Amata and Colonel Autumn will break the other followers dialogue if they are loaded, however.[/li][li] Follower overhaul mods are not likely to play nice with FOOK.[/li][li] 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.[/li][li] 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.[/li]

1.1 Standard Load Order
Official esms must be in the same order as here, and FOOK esps should always be last, again in the same order as here. Use any mod at your own risks. Almost all Compatibility Patches were made for FOOK 1.0 and are now way outdated, and will kill your game.
    [li] Fallout3.esm[/li][li] Anchorage.esm[/li][li] Pitt.esm[/li][li] BrokenSteel.esm[/li][li] PointLookout.esm[/li][li] Zeta.esm[/li][li] Calibr.esm
    <other mods>[/li][li] FOOK2 - Main.esm[/li][li] FOOK2 - [DIK] DLC Improvement Kit.esm
    <other mods>[/li][li] FOOK2 - Main.esp[/li][li] FOOK2 - [DIK] DLC Improvement Kit.esp[/li][li] FOOK2 - Main [Hotfix].esp[/li]

FOOK2 1.1 Features
    [li] Bug fixing. All the hotfixes released for FOOK2 1.0 are integrated, and most bugs reported on our forums are also fixed. The dreaded leveling freeze bug should have been squashed. DLCs are all supported and almost everything should work flawlessly ... if everything has been installed right.[/li][li] A lot of suggestions about balance has been heard, and even if we can't list everything, here are some exemples : Tri-Beam Laser Rifles are back on Super Mutant Overlords, Big Guns ammunitions cost less caps. Greater variety of items and outfits. You should be able to find more 2mm ECs.[/li][li] Overhaul of almost all factions about armors. Many new awesome armors, and besides rare exceptions, all armors should now work perfectly, have right dismemberment / VATs settings, and look good.[/li][li] Last version of Phalanx included. That mean Followers will now be useful, skilled, more interesting and perfectly integrated.[/li][li] Last version of EVE included. A lot of new graphics for Energy Weapons.[/li][li] DLC Refurbished mod included. Now you won't be spammed by annoyings pop-ups each time you leave Vault 101. DLCs quests will be found much more smoothly.[/li][li] Fellout and various other Wasteland light mods added. Nights will be scarier than ever.[/li][li] Melee Lock-on Mod added : Who's a man and a half? I'm a man and a half! Berserker packin' man and a half! There's nothing wrong with you that I can't fix ... with my hands![/li][li] Many new perks and perk tweaks. Some perks edited to be low-level friendly (Child at Heart can be taken at lvl 2, all the +skills perks can be taken at lvl 2, Size Matters up Energy Guns and Big Gun skills). Cyborg has been edited to make robots neutral with you instead of giving you +Energy guns skills[/li][li] FPS style Grenade Hotkey mod integrated ![/li][li] All City gates will now open / close themselves if you are going in / out![/li][li] Every scripts from the game and its DLCs now compile. GOTY edition ready![/li][li] Whole new option menu : customize almost everything from FOOK ! Unlimited Night Vision ? No Broken Power Armors ? Colors in Tranquility Lane ? There's no plugins anymore, because everything is handled from here![/li][li] FOOK 1.1 is the result of many months, and too many hours of work to count. Therefore, there's so many tweaks, undocumented changes and other optimizations that you should rather play the game than read this![/li]

Patch Note (lot of undocumented or minor changes arn't here)
    [li] Big Revamp of the Bos & Outcast Factions[/li][li] Now Combat Armor Sets will always match (Combat Armor will go with Combat Helmet, Combat Armor Mk II will go with Combat Helmet Mk II or Crusader Helmet) and leave possibility for a beret (color is linked to rank of soldier !).[/li][li] Power Armored Troops will now have the possibility to wear T-47 Power Helmets at higher levels.[/li][li] Power Armored Troops will use a mix of high-tech Melee Weapons, Big Guns, Energy Weapons and a few Small Guns (no more Sniper Rifles and Sub Machine Guns).[/li][li] Combat Armored Troops will use a mix of Small Guns (including Sniper Rifles and Sub Machine Guns), Energy Weapons and a few Machine Guns. Bozard added to Sniper Rifle loot lists.[/li][li] Outcast Faction : Mirror the BoS changes. As they are a bit more tech-savy and more secluded, they have a bit more Power Armors, Energy Weapons, and less accessories.[/li][li] FOOK2 - Main[/li][li] Turrets overhauled : they will now be deadlier, and will level up as every other creatures classes. They'll sneak as default behavior, so turrets you suddenly activate will surprise npcs.[/li][li] Your Megaton House sink will now heal as much as the other sinks of the town.[/li][li] SPAM made optional: The first CGTutorial message is now a messagebox which allows the user to block all the rest.[/li][li] All ingestibles (separate from med weight option) can be set to have weight or not including DLC foods.[/li][li] New Grenade Launcher weapon![/li][li] Medic Power Armors fixed.[/li][li] Shorted some ridiculously long messages (like crafting messages).[/li][li] You may now loot axes from Firehose box! We may have to reduce the luck of finding them though. Something like 90 of chance none?[/li][li] Made a Bag of Holding 'God' container for the cheat menu '='[/li][li] Removed the former Object Effects abreviations.[/li][li] Slight edit to the Reilly's Ranger quest, now you'll be able to ask for a Ranger Battle Helmet with the Armor.[/li][li] Contract Killer perk edited to mirror the quests we made around the Lawbringer one. You'll now be able to join them by doing a quest available only if Very Evil karma.[/li][li] P-SA2 Plasma Pistol becomes MPL-P2 Plasma Pistol, PM-A4 Plasma Rifle becomes MPL-R4 Plasma Rifle, P-HA9 Plasma Gatling becomes MPL-M7 Plasma Gatling -> they now follows the Mothership Zeta's "MPLX" name. It stands for Military Plasma Experimental. Now it's Military Plasma &ltistol, Rifle, Minigun> <version number>[/li][li] The HairFemaleCherry haircut was before non-playable, it is now under, the name of Cherry Taste.[/li][li] Upgraded the Economics of Violence subquest to upgrade Pronto's Inventory with almost any 545mm assault rifle[/li][li] The Compact XM8 and variants and the HK G-11 K1 dont use their scopes anymore and can be used as Close-quarter combat weapons.[/li][li] Bos & Outcast Combat Armors now have faction decals[/li][li] Higher Level of Super Mutants should be more skilled with their weapons.[/li][li] 12.7mm DU ammunitions back to vanilla 5mm ammunitions. All weapons checked to use right projectile / shell casing.[/li][li] Someone fast traveling to Dupont Station wont fall under the walls anymore.[/li][li] Roy Philips is now tagged as Evil.[/li][li] Arsonist perk will now only work with flame-based weapons.[/li][li] M1918 BAR, RPK-74, Achilles Heavy Assault RIfle & Armalite DKS-402 Sniper Rifle are now correctly Big Guns[/li][li] Benelli M4 Super 90 & variants are using the right animations[/li][li] Nerfed some Object Effects to be closer to vanilla.[/li][li] Changed the way raider armors work. Now there's an Heavy armor list and a normal armor list. The higher the level, the higher the chance of a Heavy armor (including Raider Metal / Throwdown and three new armors, including the dreaded Raider Power Armor!)[/li][li] The Paradise Lost will now be correctly be called Dante's Inferno[/li][li] The vanilla Assault Rifle wont be overrided anymore by FOOK2 HK G3A3. The G3A3 will now be a new weapon, and will replace every Assault Rifle (now known as R91 Assault Rifles) in the world. But you can still find the (updated) vanilla Assault Rifle in the QA boxes. The same can be said for the Chinese Assault Rifle / Norinco Type 56.[/li][li] Checked ALL notes and terminals of the game, including DLCs, to make sure they are placed and / or used somewhere. That means new notes in Fort Constantine, Underworld, the Citadel - Lab Area, near the Pitt Power Plant, in Old Olney Powerworks, in Mama Dolce's, Vault 108,and more. All notes from F3, DLCs and FOOK can also be found in the new [Notes] QA box.[/li][li] GOAT updated to be much more interesting ! New messages are clearer on the Skill they represent, the new script now make really sure you Tag the skills you want, and you're also awarded perks as rewards! Oh my![/li][li] Regulators now have a slight chance to spawn with a bagpack. Pronto may also sell bagpacks if you upgraded his stuff.[/li][li] All the AK-47 / Norinco Type 56 variants now use the vanilla Chinese Assault Rifle sounds, a lot easier on the ears.[/li][li] Reduced heavily the chance of founding child's toys in Gorebags.[/li][li] Regulators rebalanced to be more skilled and have more Hit Points than Talon Company Mercs, compensating for their lower-quality armors.[/li][li] Enclave Officers rebalanced and fixed to wear a variety of outfits while keeping their Officer style.[/li][li] All civilized human factions should now try to protect Traders.[/li][li] Many old FOOK food can now be found all over the world ![/li][li] Added the Perforator grenades to the Explosives box[/li][li] Included a new Gas Station texture which remove any Oil reference.[/li][li] FOOK QA containers upgraded. Now include a Note container for lore-nuts![/li][li] Timed explosives are back![/li][li] Uploaded Loading Screens and Skill descriptions for FOOK.[/li][li] Updated or removed a lot of records related to NPCs to make the mod more compatible with MMM and Project Beauty.[/li][li] Changed the two MegatonSteamIdleMarker in Megaton to have the water leaks as enable parents, so if you fix the leaks, people will stop to stare at it.[/li][li] The Brass Lantern and the Stahl family has been upgraded to be more coherent with their setting (the computer will react differently if you cure Leo, etc). Try to find the  Crumpled Note![/li][li] DLC Improvement Kit[/li][li] Several Broken Steel monsters nerfed. But Albino Scorpions are now bigger![/li][li] Super Mutant Overlords should have a much more potent selection of weapons, while still being random and varied.[/li][li] Fixed a bug which had the slaves not talking anymore after some point in the Pitt.[/li][li] Ammo Press edited to support 25mm HE ammunitions. Be careful, they require a lot of materials.[/li][li] Balanced the Zeta Alien shields a bit better : they'll be stronger at low level, and less strong at higher levels.[/li][li] Swing for the Fences will now buff any melee weapon damages rather than only axes[/li]

1.1 Credit Update
Non-Nexus links:

Talon Company Trucks, by Sunergy :
http://www.fookunity.com/forum/showthread.php?t=1998

Better Prompts, by princessstomper :
http://princessstomper.wordpress.com...etter-prompts/

Combat Armor decals, by Lord Inquisitor :
http://www.fookunity.com/forum/showthread.php?t=1705

Phalanx and FOOK 1.1

FOLLOWERS CHANGES - - BETA/ALPHA RELEASE

Followers are overhauled. In using the BETA/ALPHA, you are helping test them!

Here is what to be aware of :
    [li]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.[/li][li]All followers should function properly throughout Broken Steel + Point Lookout + The Pitt.[/li][li]They no longer have limitless-ammo weapons upon hire, but they come with several weapons + substantial ammunition for them.[/li][li]Dogmeat's default combat behavior is different, if you have him parked you should try him again.[/li]

There are no limitations on how many followers you can have at once, and, their karma-hire restrictions are different :

No karma restrictions: K-9, Charon, Jericho, Malcolm, RL3, Butch, Dogmeat
Neutral or Positive karma for hire, re-hire at any karma: Deisha
Negative karma for hire, re-hire at any karma: Clover
Positive karma for hire and re-hire: Fawkes, Star Paladin Cross

You can now see the skills that your follower has via "inspection" dialogue option. This is important because Followers can no longer use weapons that they do not have the correct skill for. For example, if a follower without Big Guns skill tries to use a Big Gun classified weapon, it gets moved into the follower's "Carried Stuff" inventory instead of being used for long.

*************************************************
* Distance-based weapon selection please read
*************************************************

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.

Please report if you see anything like this:

    * If, after fights are completed, a followers' ammo amount seems to be drastically wrong, like DOUBLED or more, or an entire type of ammo is missing that you know should be there.
    * During a fight, if a follower seems to keep re-equipping his weapon for the duration of the fight instead of fighting, this is a malfunction, please report it.
     * Be aware that followers loot a lot, now. If there is some extra ammo but it is not 2x what you were expecting, it's probably not the condition I'm on the lookout for.

-------------
Notes for you on follower distance usage - what to expect -
    [li]SubMachineGuns = close[/li][li]Some shotguns = close[/li]
The close-range shotguns are:
    [li]Sawed-off Shotgun[/li][li]Kneecapper[/li][li]BM16[/li][li]Ornate Unique[/li][li]Striker[/li][li]TOZ34[/li][li]Remnington short barrel[/li]
    [li]Plasma Pistols = close[/li][li]Flamers = close[/li][li]Other shotguns = mid[/li][li]Assault Rifles = mid[/li][li]Machine Guns = mid[/li][li]Plasma Rifles = mid[/li][li]large-caliber pistols = mid[/li][li]Gatling guns = mid[/li][li]Heavy Incinerator = both mid and long[/li][li]Hunting rifles/sniper rifles/laser rifles = long[/li][li]Missile Launcher = ANYIME! (but frequently long or mid)[/li]

Weapons from most DLCs are not used in this system right now, although the Broken Steel weapon handing is partially there.
-------------------------------------------------------------

There is some new quest content you could test (not wholly follower-related):

   1. There is a new area that will become available at level 12 or afterward, visit Rivet City a few times to get the map marker to it.
   2. This area is mostly unused until after the Project Purity MQ is completed.
   3. Then, a quest line that is still in development comes available in this new area, starting with "Directed Action". Please be aware:
    [li]The combat difficulty of this quest is higher than average. If its TOO hard, please give feedback.[/li][li]This quest is only about half implemented! Right now there is only one "path" to take through this quest, but in final there will be 2 or maybe 3. It's completely linear now.[/li]
   4. After "Directed Action" is complete, please gift yourself about 50,000 caps, and have Robert equip you and your followers with radio-enabled Pip Boys (console command: player.additem f 50000).
   5. Your new base's intercoms work.

Known issues NOT to report:
    [li]In Point Lookout, after leaving the Sacred Bog after the hallucination scene, one too few followers may be standing with you (The follower should show up a bit later, or "Gary" near Megaton can retrieve it).[/li][li]Shortly after combat, followers' equipped weapons will flicker briefly.[/li][li]Followers who almost-die while in combat, and are lying on the ground, may have gruesome, exploded bodies as they lie there. This is a problem which will be repaired in final version.[/li][li]Followers exit dialogue is "I need to go now" and the follower replies "Come back if you need something". Hopefully, this will be repaired in final version.[/li][li]"Wristwatch" carried weapons (this is a cosmetic problem and does not affect follower function)[/li][li]Followers now like to loot corpses and they are slow at it. They can stand over a corpse for as long as 20 seconds, staring at the thing. I may be able to speed this process up later, we'll see.[/li][li]Followers who stim themselves tend to be slow at it, and the stimpack-animation is not always visible. They can appear to be standing there, locked up, but they are actually not. I may be able to speed this process up later, we'll see.[/li][li]Followers frequently equip a melee weapon while searching for an enemy, then switch to ranged when they find it.[/li][li] Fawkes is now talented at unarmed combat, and uses fists frequently.[/li][li]Vendors in "The Black Hole" are not finalized[/li][li]Weapons from The Pitt, Point Lookout, and Zeta are not selected by followers based upon distance right now.[/li][li]Follower issues with Anchorage and Zeta DLC. This BETA does not have follower compatibility for those 2 DLCs.[/li]

FOOK v1.1 Options
    [li] Set all options to FOOK2 Defaults[/li][li] Nightvision Options
      [li] Enable nightvision on Power Helmets (Default)[/li][li] Disable nightvision on Power Helmets[/li][li] Bind a different nightvision hotkey (Default is 'N')[/li][li] Toggle nightvision with a hotkey[/li][li] Toggle nightvision with an inventory item (Nightvision Switch)[/li][li] Use Alternate NVG Effects[/li][li] Use Default NVG Effects[/li][li] Nightvision charging options
        [li] Show charge status messages[/li][li] Don't show charge status messages[/li][li] Don't show charge status (HUD)[/li][li] Show charge status in lower-right (HUD)[/li][li] Show charge status in crosshair (HUD)[/li][li] Disable audial low charge warning[/li][li] Enable audial low charge warning[/li][li] Charge Duration Options
          [li] One minute[/li][li] Two minutes[/li][li] Three minutes (Default)[/li][li] Five minutes[/li][li] Ten Minutes[/li][li] Fifteen minutes[/li][li] Twenty Minutes[/li][li] Thirty minutes[/li][li] Unlimited Charge[/li][li] Back[/li]
        [/li][li] Back[/li]
      [/li][li] Back[/li]
    [/li][li] Explosive Breach Options
      [li] Explosive Breach  (Default Settings)[/li][li] Disable Explosive Breach[/li][li] Items CAN be destroyed[/li][li] Items CANNOT  be destroyed[/li][li] Explosives CAN fail[/li][li] Explosives CANNOT fail[/li][li] Timers CAN malfunction[/li][li] Timers CANNOT malfunction[/li][li] More Explosive Breach Options
        [li] No penalty while in combat[/li][li] 25% Penalty while in combat[/li][li] 50% Penalty while in combat[/li][li] 75% Penalty while in combat[/li][li] 100% Penalty while in combat[/li][li] Difficulty: Easy[/li][li] Difficulty: Normal (Default)[/li][li] Difficulty: Hard[/li][li] Back[/li]
      [/li][li] Back[/li]
    [/li][li] Heavy Weapon Handicap Options
      [li] Enable Heavy Weapon Handicaps (Default)[/li][li] Disable Heavy Weapon Handicaps[/li][li] Enable running while heavy weapons are equipped[/li][li] Disable running while heavy weapons are equipped (Default)[/li][li] Back[/li]
    [/li][li] FOSE Options
      [li] Reset Menu Hotkey (Default is 'O')[/li][li] Disable Power Armor Battle Damage[/li][li] Enable Power Armor Battle Damage (Default)[/li][li] Melee Lock On
        [li] Enable Melee Lock On (Default)[/li][li] Disable Melee Lock On[/li][li] Remap Melee Lock On Hotkey (Default is 'C')[/li][li] Back[/li]
      [/li][li] Grenade Hotkey
        [li] Disable Grenade Hotkey Feature[/li][li] Enable Grenade Hotkey Feature (Default)[/li][li] Bind a new Grenade Throw Hotkey (Default is 'G')[/li][li] Bind a new Grenade Toggle Hotkey (Default is 'H')[/li][li] Define your attack key (Only required if your attack key is NOT LeftMouseButton!)[/li][li] Back[/li]
      [/li][li] Leveling Options
        [li] 100% XP (Default)[/li][li] 75% XP[/li][li] 66% XP[/li][li] 50% XP[/li][li] 33% XP[/li][li] 25% XP[/li][li] Scale quest XP to match preference[/li][li] Don't scale quest XP[/li][li] Set level bump base
          [li] Set Bump Base to 100[/li][li] Set Bump Base to 150 (Default)[/li][li] Set Bump Base to 200[/li][li] Set Bump Base to 250[/li][li] Set Bump Base to 300[/li][li] Set Bump Base to 350[/li][li] Set Bump Base to 400[/li][li] Set Bump Base to 450[/li][li] Set Bump Base to 500[/li][li] Back[/li]
        [/li][li] Back[/li]
      [/li][li] Camera Settings
        [li] FOV 75 (FO3 Default)[/li][li] FOV 80[/li][li] FOV 85[/li][li] FOV 90[/li][li] FOV 95[/li][li] Right positioned 3'rd person camera (Default)[/li][li] Left positioned 3'rd person camera[/li][li] Centered 3'rd person camera[/li][li] Set to FO3 Defaults (Disable Feature)[/li][li] Back[/li]
      [/li][li] Blood Settings
        [li] None[/li][li] Minimal[/li][li] Normal (Default Fallout 3)[/li][li] Increased (FOOK2 Default)[/li][li] Bloodbath[/li][li] Back[/li]
      [/li][li] More FOSE Options
        [li] Weighless Meds (FO3 Default)[/li][li] Weighted Meds (FOOK2 Default)[/li][li] Fast Terminals (FOOK2 Default)[/li][li] Slow Terminals (FO3 Default)[/li][li] Enable Workbench Repair (Default)[/li][li] Disable Workbench Repair[/li][li] More FOSE Options
          [li] Enable No Repair in Combat (Default)[/li][li] Disable No Repair in Combat[/li][li] Back[/li][li] Done (Exit Menu)[/li]
        [/li][li] Back[/li]
      [/li][li] Back[/li]
    [/li][li] DLC Options
      [li] Operation: Anchorage
        [li] Force-Start Operation: Anchorage[/li][li] Allow GNR in Anchorage Simulator[/li][li] Disallow GNR in Anchorage Simulator[/li][li] Allow Enclave radio in Anchorage Simulator[/li][li] Disallow Enclave radio in Anchorage Simulator[/li][li] Allow Agatha's Station in Anchorage Simulator[/li][li] Disallow Agatha's Station in Anchorage Simulator[/li][li] Back[/li]
      [/li][li] The Pitt
        [li] Force-Start The Pitt[/li][li] Allow GNR in The Pitt (Strong signal only)[/li][li] Disallow GNR in The Pitt[/li][li] Allow Enclave radio in The Pitt[/li][li] Disallow Enclave radio in The Pitt[/li][li] Allow Agatha's Station in The Pitt[/li][li] Disallow Agatha's Station in The Pitt[/li][li] Back[/li]
      [/li][li] Broken Steel
        [li] Back (No options yet)[/li]
      [/li][li] Point Lookout
        [li] Force-Start Point Lookout[/li][li] Allow GNR in Point Lookout (Strong signal only)[/li][li] Disallow GNR in Point Lookout[/li][li] Allow Enclave radio in Point Lookout[/li][li] Disallow Enclave radio in Point Lookout[/li][li] Allow Agatha's Station in Point Lookout[/li][li] Disallow Agatha's Station in Point Lookout[/li][li] Back[/li]
      [/li][li] Mothership Zeta
        [li] Force-Start Mothership Zeta[/li][li] Allow GNR in Mothership Zeta[/li][li] Disallow GNR in Mothership Zeta[/li][li] Allow Enclave radio in Mothership Zeta[/li][li] Disallow Enclave radio in Mothership Zeta[/li][li] Allow Agatha's Station in Mothership Zeta[/li][li] Disallow Agatha's Station in Mothership Zeta[/li][li] Back[/li]
      [/li][li] Back[/li]
    [/li][li] MyFOOK2
      [li] Turn S.H.A.D.E. on[/li][li] Turn S.H.A.D.E. off[/li][li] Swap "Rape Victims" with "Torture Victims"[/li][li] Swap "Torture Victims" with "Rape Victims"[/li][li] Black and White Tranquility Lane (Fallout 3 Default)[/li][li] Color Tranquility Lane (FOOK2 Default)[/li][li] Back[/li]
    [/li][li] Backpedaling Options
      [li] Enable Back Pedal Feature (Default)[/li][li] Disable Back Pedal Feature[/li][li] 75% Back Pedal Speed[/li][li] 66% Back Pedal Speed[/li][li] 50% Back Pedal Speed[/li][li] 33% Back Pedal Speed[/li][li] 25% Back Pedal Speed[/li][li] Retain Agility While Back Pedaling[/li][li] Lose Agility While Back Pedaling (Default)[/li][li] Back[/li]
    [/li][li] More FOOK2 Options
      [li] WANK (World and Neighborhood Improvement Kit) Options
        [li] Enable WANK Map Markers (Default)[/li][li] Disable WANK Map Markers[/li][li] Enable WANK Notes and Terminals (Default)[/li][li] Disable WANK Notes and Terminals[/li][li] Enable 2,273 placed skeletons (Default)[/li][li] Disable 2,273 placed skeletons[/li][li] Back[/li]
      [/li][li] Enable "Tools of the Trade" (Default)[/li][li] Disable "Tools of the Trade"[/li][li] Dialogue Disabling Options
        [li] Disable 'That's locked for a reason' Comments[/li][li] Enable 'That's locked for a reason' Comments[/li][li] Disable Pickpocket Comments[/li][li] Enable Pickpocket Comments (Default)[/li][li] Disable Clumsy Player Comments[/li][li] Enable Clumsy Player Comments (Default)[/li][li] Disable Comments when the player picks up objects[/li][li] Enable Comments when the player picks up objects (Default)[/li][li] More Dialogue Disabling Options
          [li] Enable Comments about standing on furniture[/li][li] Disable Comments about standing on furniture[/li][li] Back[/li]
        [/li][li] Back[/li]
      [/li][li] Add PipBoy Glove[/li][li] Remove PipBoy Glove[/li][li] Enable Street Lights (Default) <-----1.2 will have a quest to restore power to the grid so their presence will make more sense[/li][li] Disable Street Lights[/li][li] QA Testing Menu
        [li] QA Testing Containers
          [li] Enable QA shelf outside Vault 101[/li][li] Disable QA shelf outside Vault 101[/li][li] Weapons and Ammo
            [li] FOOK [SmallGuns][/li][li] FOOK [BigGuns][/li][li] FOOK [EnergyWeapons][/li][li] FOOK [Unarmed&Melee][/li][li] FOOK [Explosives][/li][li] FOOK [Ammo][/li][li] Back[/li]
          [/li][li] Apparel and Armor
            [li] FOOK [Apparel][/li][li] FOOK [Armor][/li][li] FOOK [PowerArmor][/li][li] Back[/li]
          [/li][li] Misc, Ingestibles, and Other
            [li] FOOK [Misc][/li][li] FOOK [Ingestibles][/li][li] FOOK2 [Notes][/li][li] Destroyed Power Armor[/li][li] Back[/li]
          [/li][li] Back[/li]
        [/li][li] Access Bag of Holding (Cheat Container)[/li][li] Back[/li]
      [/li][li] Add/Remove Field Salvage Kit[/li][li] Add/Remove Power Armor Training[/li][li] Back[/li]
    [/li][li] Done[/li]
沙发
发表于 2010-4-3 15:13:50 | 只看该作者
额~无翻译
1.0要1G多,先观望,有什么用啊
板凳
发表于 2010-4-4 22:40:26 | 只看该作者
不懂怎么安装,先不下,但是还是支持!
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