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

Post » Fri May 13, 2011 1:52 pm

I've got a strange problem with the Wasteland Explorer Motorbike- It seems to have dissapeared! :ninja:

I took the bike to the Le'enfant Square to have it accessible for carrying loot. I arrived in the area just fine and the motorbike was present when I went into the first building. A few buildings later I returned to where I had left the bike only to find that it was not there anymore. Upon making that discovery I used the TLC console command and checked down underneath the ground to see if the bike might have dropped down there but I couldn't see anything. So I instead used the Recall device found in the inventory that supposedly recalls the bike to the last location you've ridden it to - still no bike. So I trudge it back to Wasteland Motors and have a chat with the man there, paying him to drag my motorbike back to the outside of the store. The GPS locator updates to show the Map Marker for the bike outside Wasteland Motors but when I leave the store, there's still no bike there.

I have a feeling the darned thing might have ended up Disabled somehow. I would presume that if I changed the paint job on the bike, another version of the vehicle would take its place and solve that issue. Unfortunately I don't have enough mileage on the bike on this savegame to switch paint job yet.

So my question is as follows: Is there's any other approach I could use to find my elusive bike? Such as console commands, etc?
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Sammykins
 
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Post » Fri May 13, 2011 8:28 am

Is it possible to make drug withdrawal happen less frequently? It seems like my character has to use a drug once every in game hour, like its not even scaled with the time. I still have it at the FWE default timescale. I'd think it would make more sense to have it happen maybe every 6 hours or twice a day. Though it may be another mod changing how often they are needed.
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Sudah mati ini Keparat
 
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Post » Fri May 13, 2011 3:09 pm

I've got a strange problem with the Wasteland Explorer Motorbike- It seems to have dissapeared! :ninja:

I took the bike to the Le'enfant Square to have it accessible for carrying loot. I arrived in the area just fine and the motorbike was present when I went into the first building. A few buildings later I returned to where I had left the bike only to find that it was not there anymore. Upon making that discovery I used the TLC console command and checked down underneath the ground to see if the bike might have dropped down there but I couldn't see anything. So I instead used the Recall device found in the inventory that supposedly recalls the bike to the last location you've ridden it to - still no bike. So I trudge it back to Wasteland Motors and have a chat with the man there, paying him to drag my motorbike back to the outside of the store. The GPS locator updates to show the Map Marker for the bike outside Wasteland Motors but when I leave the store, there's still no bike there.

I have a feeling the darned thing might have ended up Disabled somehow. I would presume that if I changed the paint job on the bike, another version of the vehicle would take its place and solve that issue. Unfortunately I don't have enough mileage on the bike on this savegame to switch paint job yet.

So my question is as follows: Is there's any other approach I could use to find my elusive bike? Such as console commands, etc?


Try typing in the console "SetStage wemain 1"

Is it possible to make drug withdrawal happen less frequently? It seems like my character has to use a drug once every in game hour, like its not even scaled with the time. I still have it at the FWE default timescale. I'd think it would make more sense to have it happen maybe every 6 hours or twice a day. Though it may be another mod changing how often they are needed.

Don't understand what you mean, you have always withdrawal penalties while you are addicted and dont have the chem active, until you cure the addiction. That's how it's always been in vanilla and FWE doesnt change that.
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Kirsty Wood
 
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Post » Fri May 13, 2011 6:48 pm

Is it possible to make drug withdrawal happen less frequently? It seems like my character has to use a drug once every in game hour, like its not even scaled with the time. I still have it at the FWE default timescale. I'd think it would make more sense to have it happen maybe every 6 hours or twice a day. Though it may be another mod changing how often they are needed.

May be you mean- to be addicted less frequently? There is perk for this in the game
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Isaac Saetern
 
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Post » Fri May 13, 2011 12:39 pm

Don't understand what you mean, you have always withdrawal penalties while you are addicted and dont have the chem active, until you cure the addiction. That's how it's always been in vanilla and FWE doesnt change that.
What I mean is for example: I'm having to take a rad-x every 5 minutes just to keep from being overloaded and my timescale is set to 1:5. I figured since its almost real time I'd have the symptoms less often.
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Erin S
 
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Post » Fri May 13, 2011 2:56 pm

What I mean is for example: I'm having to take a rad-x every 5 minutes just to keep from being overloaded and my timescale is set to 1:5. I figured since its almost real time I'd have the symptoms less often.

Alright now I get you.
And no, effects, ingestibles and such are not effected by your timescale. And why should it? After all the game still plays the same speed, no matter your timescale. Combat is still the same time, so if timescale affected drugs, you would be under the duration of things like psycho for ridiculous amounts of time, giving you an unfair advantage.
Or Imagine your Action Point regeneration was affected by timescale, it would take forever to recharge even just a little bit of it.

So if an effect for example lasts 600 seconds, it will last that long, no matter the timescale.
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Jonathan Windmon
 
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Post » Fri May 13, 2011 6:53 pm

Ok, so your saying after the drug effects wear off that's when withdraw symptoms kick in. Gotcha. :goodjob:
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Ezekiel Macallister
 
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Post » Fri May 13, 2011 9:23 am

Ok, so your saying after the drug effects wear off that's when withdraw symptoms kick in. Gotcha. :goodjob:

bingo :)
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Jennifer Munroe
 
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Post » Fri May 13, 2011 1:00 pm

Dont know if this is real or just a visual illusion but mouse sensitivity seems increased when in night vision mode.
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christelle047
 
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Post » Fri May 13, 2011 2:38 pm

First thing, does FWE allow you to increase your skill points beyond 100 on the level up screen? I have a esp that sets the games level cap at 100 and i wasnt sure if that did it or FWE. The second thing, is there any effected differently when choosing the alternate start, ex. quests, items, glitches?
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Robert
 
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Post » Fri May 13, 2011 7:31 am

Dont know if this is real or just a visual illusion but mouse sensitivity seems increased when in night vision mode.

Yeah thats just your eyes playing tricks on you :)

First thing, does FWE allow you to increase your skill points beyond 100 on the level up screen? I have a esp that sets the games level cap at 100 and i wasnt sure if that did it or FWE. The second thing, is there any effected differently when choosing the alternate start, ex. quests, items, glitches?

No FWE doesnt enable skills to go beyond 100, but DarnUI does that.

Alternate starts affects mainly where you start at, with what you start and to what factions you belong, among other things. The last point is what makes the biggest impact on the game. For example as Talon Merc you can of course wander around in Talon Camps and they will assist you if someone attacks you. However of course goodly aligned factions like BoS and Rivet City will shoot you on sight. That makes some quests much harder to complete.

But altogether you still get the same quests and such as with a regular start(even trouble on the homefront).
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koumba
 
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Post » Fri May 13, 2011 9:52 am

Sorry i should have asked in my first post. Do any of the points that go over 100 do anything or is it purely a visual aspect?
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NO suckers In Here
 
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Post » Fri May 13, 2011 2:55 pm

Sorry i should have asked in my first post. Do any of the points that go over 100 do anything or is it purely a visual aspect?

Defaultwise no atleast for most skills(guns for example will shoot as accurate with 100 as with 200). You need a mod like Wasteland Master for 100+ skill to do something.
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saharen beauty
 
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Post » Fri May 13, 2011 7:34 am

In regards to the missing Wasteland Explorer Motorbike:

I attempted to use the console command mentioned by Kai (Setstage wemain 1) but it didn't help any. I also attempted to switch the stage to other random numbers but the motorbike remained hidden. Since I couldn't fix it by console commands I figured I'd try an unconventional method instead and opened the FWE Addon in the GECK, popping another motorbike down outside Megaton. The method wasn't exactly thought through, but doing that allowed me to retrieve what was held in the saddlebags, even if it would give me some strange behavior when I tried to ride it.

With the contents of the saddlebags retrieved however I figured I could easily enough disable the Alternate Travel component of FWE in my mod manager along with my cobbled together duplicate bike mod - start the game and make a clean save and then re-enable the 'Alternate Travel.esp.

I figured that should have re-set things back to how they were. It did not however. The bike could as normal be found outside of Megaton and told me to speak to the dude at Wasteland Motors. I got the recipie for Fuel from him and bought the optional accessories for the bike, along with repair parts and fuel. However, upon returning to the bike I noted that it would not accept any re-fueling, nor any repairs despite both showing as 0 in the information screen displayed. Amusingly however it would allow me to ride it anywhere I pleased, but the bike would not come with me to the new destination, but actually just dissapear- exhibiting that same ninja-bike behavior that I was trying to solve to begin with.

So that method didn't work at all. Anyone have any other suggestions to how I might go about fixing it?
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Harry-James Payne
 
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Post » Fri May 13, 2011 2:22 pm

I figured that should have re-set things back to how they were. It did not however. The bike could as normal be found outside of Megaton and told me to speak to the dude at Wasteland Motors. I got the recipie for Fuel from him and bought the optional accessories for the bike, along with repair parts and fuel. However, upon returning to the bike I noted that it would not accept any re-fueling, nor any repairs despite both showing as 0 in the information screen displayed. Amusingly however it would allow me to ride it anywhere I pleased, but the bike would not come with me to the new destination, but actually just dissapear- exhibiting that same ninja-bike behavior that I was trying to solve to begin with.

So that method didn't work at all. Anyone have any other suggestions to how I might go about fixing it?

Try a clean save again. Doing it properly will reset all script and quest variables of the mod. It does always, without fail.
But before you use the bike again, type into the console 'set FWEConfigFastTravelDisable to 2'
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Kit Marsden
 
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Post » Fri May 13, 2011 8:14 pm

Turns out there was nothing wrong with my clean saving. The problem was that I had made my clean save in such close proxity to the bike that I, after re-enabling the mod, could activate the Wasteland Explorer before the scripts had initialied/finished properly which presumably that de-stabilized something. I went through the very same clean-save process now that I did before- except I also endured a few long and painful seconds of waiting to make sure it was started up properly before I started fiddling with anything, and now everything appears okay.

Seems I am just a tad eager. I wouldn't be surprised if my clickhappiness was the reason that the bike started screwing around with me to begin with.

Thanks for the help! :thumbsup:
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Josephine Gowing
 
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Post » Fri May 13, 2011 6:23 pm

Turns out there was nothing wrong with my clean saving. The problem was that I had made my clean save in such close proxity to the bike that I, after re-enabling the mod, could activate the Wasteland Explorer before the scripts had initialied/finished properly which presumably that de-stabilized something. I went through the very same clean-save process now that I did before- except I also endured a few long and painful seconds of waiting to make sure it was started up properly before I started fiddling with anything, and now everything appears okay.

Seems I am just a tad eager. I wouldn't be surprised if my clickhappiness was the reason that the bike started screwing around with me to begin with.

Thanks for the help! :thumbsup:

Ah ok good that you got it figured out, cheers :)
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Charleigh Anderson
 
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Post » Fri May 13, 2011 10:23 am

Hello guys. I'm having some problems, I'm using FWE, WMK and MMM with the Mez's merger. Everything is working as it should except for one thing, the vendor respawn timer. I cleaned my whole data folder and removed every trace of the mods I used, and now installed it clean, and started a new save, but the problem is still there. Vendors don't respawn, ever. 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] Project Beauty HD version.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Project Beauty HD version [Hair Fix].esp
[X] CRAFT - Activation Perk.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Free Play After MQ.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - Project Beauty.esp
[X] Mart's Mutant Mod - Project Beauty (HD Addition).esp
[X] Mart's Mutant Mod - Project Beauty + FWE.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp
[X] MarkB50K_Dynamic_Missions.esp
[X] MiniHideout.esp
[X] blanket.esp
[X] KillableKidsNoExtras.esp
[X] Fellout-Full.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-PointLookout.esp
[X] Fellout-Zeta.esp
[X] Enhanced Weather - Rain and Snow.esm
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp
[X] Enhanced Weather - Sneak Bonus during Storms.esp
[X] Enhanced Weather - Rain and Snow in Fallout.esp
[X] Choose your own hairstyle (load this last on FOMM).esp

I can't figure out what's wrong, none of the other mods, fellout, blanket, etc, changes the vendor respawn timer or the vendor list at all. Blankets don't appear at vendors, you get to choose to that in the beginning, if you want to find them yourself or get them immediately, I always chose immediately.

I would really, really appreciate some help. I've been trying to solve the problem for days now but I just can't figure out what it is.

If I use the "Load Order Report" in fomm lots of the mods have this line after their name: * The current load order of this mod does not match the current template or * This mod does not exist in the current template.
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suniti
 
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Post » Fri May 13, 2011 6:08 am

Hello guys. I'm having some problems, I'm using FWE, WMK and MMM with the Mez's merger. Everything is working as it should except for one thing, the vendor respawn timer. I cleaned my whole data folder and removed every trace of the mods I used, and now installed it clean, and started a new save, but the problem is still there. Vendors don't respawn, ever. Here's my load order:


I can't figure out what's wrong, none of the other mods, fellout, blanket, etc, changes the vendor respawn timer or the vendor list at all. Blankets don't appear at vendors, you get to choose to that in the beginning, if you want to find them yourself or get them immediately, I always chose immediately.

I would really, really appreciate some help. I've been trying to solve the problem for days now but I just can't figure out what it is.

If I use the "Load Order Report" in fomm lots of the mods have this line after their name: * The current load order of this mod does not match the current template or * This mod does not exist in the current template.


You shouldnt be using these two plugins at all:
[X] FO3 Wanderers Edition - Optional Free Play After MQ.esp
[X] Mart's Mutant Mod - Zones Respawn.esp

You also don't really need blanket.esp, FWE has a sleeping bag integrated.

To what do you have the vendor respawn timer set in the FWE config menu?
But other than that, neither WMK, MMM or FWE would cause issues with vendor respawn.
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Laura Elizabeth
 
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Post » Fri May 13, 2011 7:11 am

I can't figure out what's wrong, none of the other mods, fellout, blanket, etc, changes the vendor respawn timer or the vendor list at all. Blankets don't appear at vendors, you get to choose to that in the beginning, if you want to find them yourself or get them immediately, I always chose immediately.
I would really, really appreciate some help. I've been trying to solve the problem for days now but I just can't figure out what it is.
If I use the "Load Order Report" in fomm lots of the mods have this line after their name: * The current load order of this mod does not match the current template or * This mod does not exist in the current template.

Load order report in FOMM- experimental feature and don't give real help for now. If we talk about FOIP mods, only our load order is your only guide.
About vendors. Keep in mind vendors restock their supply only when you leave their place. So if you have respawn vendor's time 1 day, Moira's stock will be replenish only after you will leave Megaton area (if I remember this correctly).
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Russell Davies
 
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Post » Fri May 13, 2011 6:46 am

You shouldnt be using these two plugins at all:
[X] FO3 Wanderers Edition - Optional Free Play After MQ.esp
[X] Mart's Mutant Mod - Zones Respawn.esp

You also don't really need blanket.esp, FWE has a sleeping bag integrated.

To what do you have the vendor respawn timer set in the FWE config menu?
But other than that, neither WMK, MMM or FWE would cause issues with vendor respawn.


Alright. I'm reinstalling everything clean tomorrow, I won't use those two or any other mods except for the merged ones. I've tried the timer at 1 day and the default, tried sleeping for a 100 hours in a different area etc (Not in megaton that is) and then go back and check, everything's the way I left it. I hope the problem will be gone this time around.
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Andrew Lang
 
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Post » Fri May 13, 2011 6:27 am

Hi to everyone.Have serious problem:every weapon with scope,which was modificated by using WMK,hits under scope-cross.It's too hard to make head-shot.At the same time vanilla sniper rifle works as it must.I use MMM+WMK1.1.9+FWE5.02+All current FOIP files+Merged Patch (FO3 Edit).Will be thankful for any idea or advise.
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Sandeep Khatkar
 
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Post » Fri May 13, 2011 4:07 pm

Hi to everyone.Have serious problem:every weapon with scope,which was modificated by using WMK,hits under scope-cross.It's too hard to make head-shot.At the same time vanilla sniper rifle works as it must.I use MMM+WMK1.1.9+FWE5.02+All current FOIP files+Merged Patch (FO3 Edit).Will be thankful for any idea or advise.

Firstly- try to reinstall FWE and WMK assets to be sure another mod don't overwrite it.
But I have the same problem with scoped heavy weapons/ One only difference- small guns work fine, such as FN-type guns, vanilla assault rifle, hunting rifle
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maya papps
 
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Post » Fri May 13, 2011 4:01 am

satrap have you installed any mods that change animations eg. fo3 reanimated? if so, uninstall them...
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Maeva
 
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Post » Fri May 13, 2011 1:22 pm

@delamer
"Firstly- try to reinstall FWE and WMK assets to be sure another mod don't overwrite it"-I am not sure that this will help:i installed FWE after MMM,also installed WMK manually without any overwrite.And there is no any other mod,only MMM,FWE and WMK.I tried different combinations of installation, but with the same result.Anyway i keep trying!
@orbitor
"satrap have you installed any mods that change animations eg. fo3 reanimated? if so, uninstall them..."-I didn't install animation mod.Unfortunately there aren't any other mods,so no any hope fix it by this way.
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Joe Bonney
 
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