fook 2 captive fix
⚪ Last updated 2009🔍 Analysis
- 👍 3.8% endorsement rate — high engagement, a strong quality signal
- 🏆 #215 of 276 Miscellaneous mods in this game by downloads
📋 About This Mod
After installing fook 2 1.3b i was unable to talk to the captives this bsp corrects that
if you have FOOK2 RC 1. 0 or newer this file should not be needed used the geck editor through using the fose loader method fose_loader.exe -editor only problem ive run into so far with this mod was the supermutant captives not responding found the following in ffsupermutantcaptivescript made an esp to change it and they started working also works on the raider captives they seem to use the same script. original section BEGIN OnLoad if ( Freed == 1 ) disable else ( Freed == 0 ) I changed it to BEGIN OnLoad if ( Freed == 1 ) disable elseif ( Freed == 0 ) should work if loaded anywhere after the main.bsp of fook2 as it only changes the one script.
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- fcterryb
- Version
- 1
- Downloads
- 932
- Endorsements
- 35
- Category
- Miscellaneous
- Created
- 9/17/2009
- Updated
- 9/29/2009
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