FWE / Continuation Thread

Post » Sun Feb 13, 2011 3:42 pm

Thought i open this thread so we're able to talk about FWE in one thread. Maybe this one can be attached to the official topic as soon as it has been created, in case the mods care.


I was wondering when my character will start to become addicted to drugs. In FO3 Vanilla i never bothered to use them, but now i just need that extra kick sometimes in order to survive. So, after looking through the available drugs i decided to go with Morphine, Jet, Psycho, Aspirin and Ibuprofen. Morphine is highly addictive, not sure about Jet and Psycho (guess they are too), but when will i actually start to see the consequences? I'm not using it too often, maybe once every 1-3 days (depends).

The toughness perk gives 6% DR instead of 5% as http://sites.google.com/site/fo3wanderersedition/detailed-changes/01character#TOC-Perks-Overhaul. Is this a bug or is the readme not up-to-date?

Last but not least, i dislike how my character suddenly loses many SPECIAL points as soon as i reach 20% tiredness. It's actually a bit stupid how the char gets downgraded at 20% while at 19% there's absolutely no disadvantage. I'd love to see changes here, like a system that increases the loss of points in a more detailed fashion. Maybe at 20% you lose one SPECIAL point, and every further 2% you lose another. Oh and a random idea: Perk "Gambler" - as soon as you hit 20% tiredness you gain one extra point of luck. The more tired you become, the more points you get for luck.
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gemma
 
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Post » Sun Feb 13, 2011 8:45 pm

Thought i open this thread so we're able to talk about FWE in one thread. Maybe this one can be attached to the official topic as soon as it has been created, in case the mods care.

A new topic will be opened, in the meanwhile you can also post on the FWE forums if you like.

I was wondering when my character will start to become addicted to drugs. In FO3 Vanilla i never bothered to use them, but now i just need that extra kick sometimes in order to survive. So, after looking through the available drugs i decided to go with Morphine, Jet, Psycho, Aspirin and Ibuprofen. Morphine is highly addictive, not sure about Jet and Psycho (guess they are too), but when will i actually start to see the consequences? I'm not using it too often, maybe once every 1-3 days (depends).

Like in vanilla the game does an invisble die roll when you use drugs to see if you get addicted. You see the consequences right away as soon as the drugs where off

The toughness perk gives 6% DR instead of 5% as http://sites.google.com/site/fo3wanderersedition/detailed-changes/01character#TOC-Perks-Overhaul. Is this a bug or is the readme not up-to-date?

ReadMe is not up to date

Last but not least, i dislike how my character suddenly loses many SPECIAL points as soon as i reach 20% tiredness. It's actually a bit stupid how the char gets downgraded at 20% while at 19% there's absolutely no disadvantage.

There are actually several different penalty levels for hunger thirst and tiredness. You don't go from nothing to max penalty, there are several steps inbetween. 20% is only the first step.
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Irmacuba
 
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Post » Sun Feb 13, 2011 3:05 pm

Like in vanilla the game does an invisble die roll when you use drugs to see if you get addicted. You see the consequences right away as soon as the drugs where off


BTW, is there a greater chance of getting addicted if you frequently use some drug?
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BethanyRhain
 
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Post » Sun Feb 13, 2011 7:07 pm

BTW, is there a greater chance of getting addicted if you frequently use some drug?

Yes, With time random effect will be more and more predictable.
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Leonie Connor
 
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Post » Mon Feb 14, 2011 4:01 am

How sensitive are the gun models to scaling? I just got a new gun...XL70E3, I think...and the model for it is huge. It's about the same size as the L86 LSW, but I don't mind that one as much since it's a "Big Gun" anyway. I'd kinda like to scale this one down though....looks weird in first person and clips horribly in third. Maybe nothing can be done about that.

Just as an aside, does anyone know if the Planetarium projector is always nuclear powered and prone to massive explosions and killing you?
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Mimi BC
 
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Post » Mon Feb 14, 2011 4:49 am

Still no new topic yet, so, I guess I'll post here.

Followers still seem to occasionally auto-heal with the Followers Enhanced mod, but I haven't been able to consistently reproduce it, or find the source. As far as I know, it's occurred only during a map transition. I've also noticed that it only affected the vanilla followers; both Charon and Jericho were auto-healed, but I also have the Sydney Follower mod, and she was not healed. If the AI script is being interrupted during transition, then that means the vanilla followers have some kind of code beyond their AI scripts, which I know nothing about.
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Kat Ives
 
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Post » Sun Feb 13, 2011 4:44 pm

Still no new topic yet, so, I guess I'll post here.

Followers still seem to occasionally auto-heal with the Followers Enhanced mod, but I haven't been able to consistently reproduce it, or find the source. As far as I know, it's occurred only during a map transition. I've also noticed that it only affected the vanilla followers; both Charon and Jericho were auto-healed, but I also have the Sydney Follower mod, and she was not healed. If the AI script is being interrupted during transition, then that means the vanilla followers have some kind of code beyond their AI scripts, which I know nothing about.

Followers Enhanced doesn't affect NPCs added by mods(like the Sydney Follower mod). Also there is a specific follower script that heals NPCs after combat in vanilla, which we removed. Ergo they can't autoheal since the script part for that was removed, unless caused by some glitch in the game(in which case there's little we can do about that). Also keep in mind that NPCs will also use stimpacks and other drugs by themselves.
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Guy Pearce
 
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Post » Mon Feb 14, 2011 4:47 am

Followers Enhanced doesn't affect NPCs added by mods(like the Sydney Follower mod). Also there is a specific follower script that heals NPCs after combat in vanilla, which we removed. Ergo they can't autoheal since the script part for that was removed, unless caused by some glitch in the game(in which case there's little we can do about that). Also keep in mind that NPCs will also use stimpacks and other drugs by themselves.

Yeah, I forgot to mention that I made a personal mod that copied the Followers Enhanced AI into Sydney's AI script. There shouldn't be a difference in the healing aspects. I don't know where the specific heal script for vanilla followers is, but based on what I've seen in your scripts, it looks like you reverse the heal after combat, rather than remove it. I tried just plainly removing it once, but the auto-heal after combat still occurred. Very curious.

Either way, I think I'll shrug it off as a rare glitch that just emanated from the conflicting auto/anti-healing.... or something. I've only been able to intentionally reproduce it twice, from one single save file.

Edit: Actually, it seems to happen semi-often. It looks like it comes from how some NPCs are still left in combat processing while I change maps, so the AI script is probably being interrupted. Sydney's been healed, too. Just makes me wonder where that secondary auto-heal comes from.
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Rex Help
 
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