[RELz] Fwe - Fo3 Wanderers Edition No.36 - part2 :P

Post » Fri May 13, 2011 11:47 am

Wow I love this mod. Other day I got into a pinch in game and juiced myself up with a buncha chems to survive it. I was familiar with the typical drug haze effect already, but wasn't remotely prepared for the loud beating heart (had headphones on in the dark too) and the vision blur was so bad, that it was nearly impossible to actually see what was going on. Was very intense and also the message that popped up that said I was nearly OD'd was a bit redundant at that point! :shocking: Nice work guys. Each time I play, I'm ever challenged and find new things that pique my interest and keep me exploring.
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Katie Louise Ingram
 
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Post » Fri May 13, 2011 8:37 pm

I check it - don't have problems. You say you have this after about 10 minutes only? So- after game restart you don't have crashes in this case?


right. works fine after a restart.

could be that Im not using a merge patch, I suppose. Couldn't remember how to make one lol, and been too tired to bother trying.
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e.Double
 
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Post » Fri May 13, 2011 10:48 am

Hi, I'm having problems with the "Nerd Rage!" perk.

1. Seems excessive, but I chose it anyway because I thought 95% damage resistance beginning from 33% health? i'd give it a try.
I got hit by 2-3 pulse rifle shots and gattling lasers when my health was already low and I still survived with 6 health left. It was like i TGM'ed

Why go through all the trouble to make FWE balanced and then add a cheat perk like Nerd Rage?

2. After I was down to 6 health I noticed I no longer had the heartbeat sound that plays when health is low.

EDIT: Ok the heartbeat thing works after restarting the game

EDIT2: Are you kidding me? I killed two Yao Guai and a Mr. Gutsy with a laser pistol and still had 2 health left. The Yao Guais swiped me at least two times for a grand total of 4 health lost. It took a Rad Scorpion to kill me in the end with poison. Someone tell me how to undo this cheat perk!!!!
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Danial Zachery
 
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Post » Fri May 13, 2011 8:53 am

Hi, I'm having problems with the "Nerd Rage!" perk.

1. Seems excessive, but I chose it anyway because I thought 95% damage resistance beginning from 33% health? i'd give it a try.
I got hit by 2-3 pulse rifle shots and gattling lasers when my health was already low and I still survived with 6 health left. It was like i TGM'ed

Why go through all the trouble to make FWE balanced and then add a cheat perk like Nerd Rage?

2. After I was down to 6 health I noticed I no longer had the heartbeat sound that plays when health is low.

EDIT: Ok the heartbeat thing works after restarting the game

EDIT2: Are you kidding me? I killed two Yao Guai and a Mr. Gutsy with a laser pistol and still had 2 health left. The Yao Guais swiped me at least two times for a grand total of 4 health lost. It took a Rad Scorpion to kill me in the end with poison. Someone tell me how to undo this cheat perk!!!!


hit the tilde key and type "player.removeperk 00044ca7" (without quotes) and then go to http://fallout.wikia.com/wiki/Fallout_3_perks and find a perk you want to replace it with. Type "player.addperk (perkid)" like you did above.

I think calling it a cheat is a bit excessive. Especially since you can accomplish 95% DR with well-repaired power armor and the toughness perk that works no matter what percentage of health you have.
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Katie Louise Ingram
 
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Post » Fri May 13, 2011 4:26 pm

I think calling it a cheat is a bit excessive. Especially since you can accomplish 95% DR with well-repaired power armor and the toughness perk that works no matter what percentage of health you have.

I think so too. Very useful perk for melee characters
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Max Van Morrison
 
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Post » Fri May 13, 2011 10:02 am

hit the tilde key and type "player.removeperk 00044ca7" (without quotes) and then go to http://fallout.wikia.com/wiki/Fallout_3_perks and find a perk you want to replace it with. Type "player.addperk (perkid)" like you did above.

I think calling it a cheat is a bit excessive. Especially since you can accomplish 95% DR with well-repaired power armor and the toughness perk that works no matter what percentage of health you have.


Thanks for the input.

I went through the docs and found:
# Nerd Rage has been "beefed up," in consideration of its high level and its low HP requirement. It now maxes out the player's DR at 85% whenever HP drops below 20% (in addition to the previous 10 STR).

# Toughness now has five ranks, for 5% DR each. With the greatly increased weapon damage, this gives fighters the option to beef up without (or in addition to) armor. This also balances with lower cyborg DR and lower initial DR. Five ranks would grant +25% to DR! Lvl req is 8.


It doesn't mention when Nerd Rage was further beefed up to 95% at 33% but I still think this is overpowered. At least there's a sense of accomplishment with the toughness + power armor option, but with Nerd Rage, you can be wearing only underwear and still get 95% DR. I think I can go toe-to-toe with a Deathclaw in underwear and cattleprod in hand with this.
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Adam Kriner
 
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Post » Fri May 13, 2011 7:53 am

Thanks for the input.
I went through the docs and found:
It doesn't mention when Nerd Rage was further beefed up to 95% at 33% but I still think this is overpowered. At least there's a sense of accomplishment with the toughness + power armor option, but with Nerd Rage, you can be wearing only underwear and still get 95% DR. I think I can go toe-to-toe with a Deathclaw in underwear and cattleprod in hand with this.

This is old info from the times when max damage resistance was 85%
No, it will not help against deathclaws and enclaves. I already try it :)
You can be immune against usual attacks but critical hits will penetrate your defense. So- question of Luck also in place
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Rob Smith
 
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Post » Fri May 13, 2011 7:54 pm

Hi,
I've got a small issue.
I put a post up here today asking about a issue I have.
The issue is that when a robot dies, after the big nuke explosion, i get a red exclamation mark and cannot see/loot of the corpse.
The mods im running are FWE/MMM/EVE/PB/WKM.
I thought the issue would be in eve(dunno why :P), so i replaced all the eve files and still got it.
I got a reply to my post sayin git was a FWE feature that does that, so I thought I would ask here.

Any idea?
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Carlos Rojas
 
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Post » Fri May 13, 2011 2:19 pm

Hi,
I've got a small issue.
I put a post up here today asking about a issue I have.
The issue is that when a robot dies, after the big nuke explosion, i get a red exclamation mark and cannot see/loot of the corpse.
The mods im running are FWE/MMM/EVE/PB/WKM.
I thought the issue would be in eve(dunno why :P), so i replaced all the eve files and still got it.
I got a reply to my post sayin git was a FWE feature that does that, so I thought I would ask here.

Any idea?

This is caused by EVE. MMM also makes robots explode.

FWE does no such thing
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Matthew Warren
 
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Post » Fri May 13, 2011 5:40 pm

This is caused by EVE. MMM also makes robots explode.

FWE does no such thing

Yes, but explanation mark is not normal. I kill each type of robot already and was not able to see such things. So-
1. Mod installed incorrectly.
2. Toggle validation not executed in FOMM
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Erin S
 
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Post » Fri May 13, 2011 2:53 pm

This is caused by EVE. MMM also makes robots explode.

FWE does no such thing

Yeah I guessed this after I replaced all teh FWE files and it still happend :). Ill try the MMM files tonight.

Yes, but explanation mark is not normal. I kill each type of robot already and was not able to see such things. So-
1. Mod installed incorrectly.
2. Toggle validation not executed in FOMM

I know it strange, do you happen to know the file's I should have to make the robot visiable? I'll see if i have the file.
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Ian White
 
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Post » Fri May 13, 2011 3:50 pm

I tried this a while back was not impressed with the blurred vision when running any way to change that? Weather in game or during install.I did not play alot but have been thinking about removing FOOK2 and tryinh this. I would like to know more about this mod from people who have played it for awhile.
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Nicole Kraus
 
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Post » Fri May 13, 2011 5:25 am

I tried this a while back was not impressed with the blurred vision when running any way to change that? Weather in game or during install.I did not play alot but have been thinking about removing FOOK2 and tryinh this. I would like to know more about this mod from people who have played it for awhile.


If you go into your apparel, you will have a item called FWE control center or something.
OPen that up and under one of the options is sprint I believe. In there you can change the visual and times and AP cost and such :)
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Gracie Dugdale
 
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Post » Fri May 13, 2011 10:13 am

Yeah I guessed this after I replaced all teh FWE files and it still happend :). Ill try the MMM files tonight.
I know it strange, do you happen to know the file's I should have to make the robot visiable? I'll see if i have the file.

I can not tell this for sure cos I have all my resources in BSA-archives, but I can tell this. Install your mods in load order direction. So- it will be FWE, EVE, MMM
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matt oneil
 
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Post » Fri May 13, 2011 3:06 pm

I think i'll continue my nerd rage against the "Nerd Rage!" perk.

I tried the Armor + Toughness option as Delamer suggested with Enclave Power MK I Armor (+80 DR) and toughness for a total of +85 DR to get a similar result as nerd rage, but this time I didn't feel like I was cheating. The +85 DR made sense with that big hulky armor on.

I think this is like VATS or Fast Travel where it's hard to resist using it if the option is there.

Perhaps it should only kick in when hand-to-hand or melee is equiped? Perhaps even lower the level requirements and/or make it start with 50% health, as long as it's made for non-ranged combat specialists. Maybe even link the requirements with the non-ranged skills instead of level/SPECIAL.

Ok, I'm done with raging against nerd rage.

I found a few bugs with the armors:

1. The forearm part of the right arm disappears when using melee or hand-to-hand on the Enclave MK I Power Armor.
2. The Chinese Stealth Armor has not been given night vision. But its a unique item so I guess this is not a bug :)

And some suggestions:

1. Can all the power armors be made to disable the backpack slot? I think it's more realistic and will solve all the clipping issues with backpacks and PA. Optional esp of course.

2. Include standalone night vision goggles with energy cell requirements in loot lists for normal armor wearing people to use.
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Angela Woods
 
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Post » Fri May 13, 2011 1:19 pm

1. The forearm part of the right arm disappears when using melee or hand-to-hand on the Enclave MK I Power Armor.
2. The Chinese Stealth Armor has not been given night vision. But its a unique item so I guess this is not a bug :)

1. Yeah that's known and was already an issue in the standalone version of this mod.
2. It has Nightvision. Did you create a merged patch?
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Strawberry
 
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Post » Fri May 13, 2011 6:25 am

1. Yeah that's known and was already an issue in the standalone version of this mod.
2. It has Nightvision. Did you create a merged patch?


Nope, no merged patch

I have "FO3 Wanderers Edition - DLC Anchorage.esp" loaded after "FO3 Wanderers Edition - Main File.esp" but even the Winterized T-51 armor doesn't have night vision so I thought all the uniques aren't touched by FWE.

Here's my load order:

[X] Fallout3.esm
[X] PointLookout.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] Lings.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] DarNifiedUIF3.esp
[X] CRAFT - Activation Perk.esp
[X] Fellout-Full.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-PointLookout.esp
[X] Fellout-Zeta.esp
[X] Fellout-pipboylight.esp
[X] BlackWolf Backpack.esp
[X] Kikai Equipment.esp
[X] SS OTS Camera FOSE.esp
[X] Project Beauty.esp
[X] Project Beauty- Broken Steel.esp
[X] Project Beauty- Point Lookout.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Project Beauty.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Optional VATS Halftime.esp
[X] Owned!.esp
[X] MegatonHouse.esp
[X] ClutterFreeWorld.esp
[X] NoWads.esp
[X] BraveDogmeat.esp
[ ] No Muzzle Flash.esp
[X] Reduced Muzzle Flash.esp
[X] VTAP25.esp

Night vision for recon and all other power armor work.
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Joe Alvarado
 
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Post » Fri May 13, 2011 4:19 am

Nope, no merged patch

I have "FO3 Wanderers Edition - DLC Anchorage.esp" loaded after "FO3 Wanderers Edition - Main File.esp" but even the Winterized T-51 armor doesn't have night vision so I thought all the uniques aren't touched by FWE.

Like I said, you're missing a merged patch, it's required to use all the DLC addons together.
Without it you wont have grenade hotkey for all grenades and you wont have nightvision on all the armors where it's applicable and some other things will be missing.
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Robert Jr
 
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Post » Fri May 13, 2011 8:33 am

Like I said, you're missing a merged patch, it's required to use all the DLC addons together.
Without it you wont have grenade hotkey for all grenades and you wont have nightvision on all the armors where it's applicable and some other things will be missing.


oh i c, makes perfect sense. Now gotta figure out how. Is there a doc I can read somewhere on how to do this?

Specifically, do I merge all my esps, including non-FWE ones, or just the FWE ones, or just the main FWE and DLCs?

ON EDIT: AHHH nevermind, got it to work. Thanks for the help Hohiro. Can't believe I've been playing without all the benefits of FWE until now

ON EDIT2: On reading that merged patches can be bad, I selected only "FWE - Main" and all the "FWE - DLCs" and merged. I think that's the way to go.

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Latisha Fry
 
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Post » Fri May 13, 2011 12:22 pm

oh i c, makes perfect sense. Now gotta figure out how. Is there a doc I can read somewhere on how to do this?
Specifically, do I merge all my esps, including non-FWE ones, or just the FWE ones, or just the main FWE and DLCs?
ON EDIT: AHHH nevermind, got it to work. Thanks for the help Hohiro. Can't believe I've been playing without all the benefits of FWE until now
ON EDIT2: On reading that merged patches can be bad, I selected only "FWE - Main" and all the "FWE - DLCs" and merged. I think that's the way to go.


In your case there will be nothing wrong to create merged patch- it will include FWE only probably.
Open all your mods in FO3edit, wait until background loader will finish it's work, use context menu on the left to create merged patch.
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Danii Brown
 
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Post » Fri May 13, 2011 5:19 pm

I'm not sure this was FWE, but I went to do the Ranger's quest and a lot of the SM in the hospital and hotel were already dead. Not all, but quite a few. I took it that RR's countermeasures were extremely effective this time around. Anyhow, I get to the roof and there's no big showdown. I just hand the fission battery over and we leave. There's about thirty SM corpses in the courtyard, but we didn't have any epic fight on the roof.
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Richard Dixon
 
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Post » Fri May 13, 2011 4:38 pm

I'm not sure this was FWE, but I went to do the Ranger's quest and a lot of the SM in the hospital and hotel were already dead. Not all, but quite a few. I took it that RR's countermeasures were extremely effective this time around. Anyhow, I get to the roof and there's no big showdown. I just hand the fission battery over and we leave. There's about thirty SM corpses in the courtyard, but we didn't have any epic fight on the roof.

Nothing to do with FWE
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Katy Hogben
 
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Post » Fri May 13, 2011 11:54 am

Nothing to do with FWE

Well- I was able to see how effective RR mines and grenades in the hotel. SM in the hotel not too strong, especially on the roof. Mines&grenades from FWE, muties- from MMM :)
This quest is bugged in vanilla, so muties on roof was weakened with purpose
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Emily Shackleton
 
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Post » Fri May 13, 2011 12:58 pm

Quick question: levelling up while under the influence of an Int increasing drug seems to grant me skill points on levelling as if my base Int had been modified. Is this intended, a bug, a result of a mod conflict or what?

Cheers :)

PS Just wanted to thank you Mez for your recommendation of Xepha's Weather, I'd been a big fan of Fellout but I thought I'd give your suggestion a try. Fellout does a fantastic job but I'd forgotten what a bleak place the wasteland could be, Xepha's is incredibly atmospheric, I love it :)
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Kanaoka
 
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Post » Fri May 13, 2011 4:47 am

Quick question: levelling up while under the influence of an Int increasing drug seems to grant me skill points on levelling as if my base Int had been modified. Is this intended, a bug, a result of a mod conflict or what?
Cheers :)
PS Just wanted to thank you Mez for your recommendation of Xepha's Weather, I'd been a big fan of Fellout but I thought I'd give your suggestion a try. Fellout does a fantastic job but I'd forgotten what a bleak place the wasteland could be, Xepha's is incredibly atmospheric, I love it :)

I will take a look. Seems to me I have this too.
Need to reinstall fallout first
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Esther Fernandez
 
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