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

Post » Fri May 13, 2011 6:39 pm

Note: Mez's merged patch on FONexus causes crashes at intro movie. Menu does not load.

I don't know what exactly in the listed standard load order it's incompatible with, but I suspect it's WMK, which is on version 1.1.9 rather than Mez's 1.1.8. Unfortunately 1.1.9 is the only available version.


It should work with WMK 1.1.9, as I'm using the same patch and 1.1.9. Maybe post your load order to see if something's missing? Double check that you have all the masters listed for Mez's patch in FOMM.

I didn't mean to be a bugger. I just didn't want to be forgotten. svcks I can't get a hold of Mez or Kai on Skype.


Yeah, I haven't been on skype much lately :) Apologies for the delay, but I've just been up against the wall with other things lately :/
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Anna S
 
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Post » Fri May 13, 2011 12:52 pm

Note: Mez's merged patch on FONexus causes crashes at intro movie. Menu does not load.

I don't know what exactly in the listed standard load order it's incompatible with, but I suspect it's WMK, which is on version 1.1.9 rather than Mez's 1.1.8. Unfortunately 1.1.9 is the only available version.


I doubt WMK 1.1.9 is the problem; i'm using that with Mez's patch just fine.
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Vicky Keeler
 
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Post » Fri May 13, 2011 12:54 pm

It should work with WMK 1.1.9, as I'm using the same patch and 1.1.9. Maybe post your load order to see if something's missing? Double check that you have all the masters listed for Mez's patch in FOMM.

Fallout3.esm   Masterlist Information: $Revision$, $Date$, $LastChangedBy$Anchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmProject Beauty HD version.esm (Inactive)* The current load order of this mod does not match the current templateFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espProject Beauty.esp   Either Project Beauty HD version.esm OR Project Beauty.esp please!StreetLights - Wasteland.espCRAFT - Activation Perk.esp! This plugin requires ' craft.esm', which was not foundStealthboy Recon Armor - CRAFT.esp! This plugin requires ' craft.esm', which was not foundDarNifiedUIF3.esp* The current load order of this mod does not match the current templateBoSPatrols.esp* The current load order of this mod does not match the current templateKH_223EX.esp* This mod does not exist in the current templateOMFG.esp* This mod does not exist in the current templatekikaiLibertyRifle.esp* This mod does not exist in the current templateFO3 Wanderers Edition - Main File.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - DLC Anchorage.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - DLC The Pitt.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - DLC Broken Steel.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - DLC Point Lookout.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - DLC Mothership Zeta.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - UFP Support.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - Optional Worn Weapons.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - Optional Restore Tracers.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - Project Beauty.esp* The current load order of this mod does not match the current templateFO3 Wanderers Edition - Project Beauty (HD Addition).esp (Inactive)* This mod does not exist in the current templatetubunarFWE.esp* This mod does not exist in the current templateWeaponModKits.esp* The current load order of this mod does not match the current templateWeaponModKits - FWE Master Release.esp* The current load order of this mod does not match the current templateWeaponModKits - FWE Optional Worn Weapons.esp* The current load order of this mod does not match the current templateWeaponModKits - OperationAnchorage.esp* The current load order of this mod does not match the current templateWeaponModKits - BrokenSteel.esp* The current load order of this mod does not match the current templateWeaponModKits - ThePitt.esp* The current load order of this mod does not match the current templateWeaponModKits - PointLookout.esp* The current load order of this mod does not match the current templateWeaponModKits - Zeta.esp* The current load order of this mod does not match the current templateWMKAA12Shotgun.esp* The current load order of this mod does not match the current templateEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.esp* The current load order of this mod does not match the current templateEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.esp* The current load order of this mod does not match the current templateMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.esp! This plugin requires ' anchorage.esm', which was not foundMart's Mutant Mod - DLC The Pitt.esp! This plugin requires ' thepitt.esm', which was not foundMart's Mutant Mod - DLC Broken Steel.esp! This plugin requires ' brokensteel.esm', which was not foundMart's Mutant Mod - DLC Point Lookout.esp! This plugin requires ' pointlookout.esm', which was not foundMart's Mutant Mod - DLC Zeta.esp! This plugin requires ' zeta.esm', which was not foundMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.esp* The current load order of this mod does not match the current template! This plugin requires ' fo3 wanderers edition - main file.esm', which was not found! This plugin requires ' eve.esp', which was not foundMart's Mutant Mod - Project Beauty.esp* This mod does not exist in the current templateMart's Mutant Mod - Project Beauty (HD Addition).esp (Inactive)* This mod does not exist in the current templateMart's Mutant Mod - Project Beauty + FWE.esp* This mod does not exist in the current templatedD-Less Blood Time.espdD-Smaller Wounds.espdD-Smaller Spatters.espMez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp (Inactive)


Maybe I am missing something :)

I did re-recheck, however, and everything appears to be there.
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Avril Churchill
 
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Post » Fri May 13, 2011 8:20 pm

That says you have a number of missing masters actually, though they're in the list so I don't know what the reason is they're being reported as missing.
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JR Cash
 
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Post » Fri May 13, 2011 11:43 am

Mart's Mutant Mod - DLC Anchorage.esp
! This plugin requires ' anchorage.esm', which was not found

Mart's Mutant Mod - DLC The Pitt.esp
! This plugin requires ' thepitt.esm', which was not found

Mart's Mutant Mod - DLC Broken Steel.esp
! This plugin requires ' brokensteel.esm', which was not found

Mart's Mutant Mod - DLC Point Lookout.esp
! This plugin requires ' pointlookout.esm', which was not found

Mart's Mutant Mod - DLC Zeta.esp
! This plugin requires ' zeta.esm', which was not found


Why are all the required masters in all lower case letters? The ESMs, the real ones, aren't. Is this a BOSS-f masterlist typo problem?

gothemasticator
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Maria Garcia
 
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Post » Fri May 13, 2011 5:16 am

Mart's Mutant Mod - DLC Anchorage.esp
! This plugin requires ' anchorage.esm', which was not found

Mart's Mutant Mod - DLC The Pitt.esp
! This plugin requires ' thepitt.esm', which was not found

Mart's Mutant Mod - DLC Broken Steel.esp
! This plugin requires ' brokensteel.esm', which was not found

Mart's Mutant Mod - DLC Point Lookout.esp
! This plugin requires ' pointlookout.esm', which was not found

Mart's Mutant Mod - DLC Zeta.esp
! This plugin requires ' zeta.esm', which was not found


Why are all the required masters in all lower case letters? The ESMs, the real ones, aren't. Is this a BOSS-f masterlist typo problem?

gothemasticator

no clue

Like I said. I re-rechecked and everything is there, just not recognized for whatever reason.
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Alexis Estrada
 
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Post » Fri May 13, 2011 10:55 am

Just let me know when you get a chance.
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Laura Ellaby
 
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Post » Fri May 13, 2011 1:31 pm

no clue

Like I said. I re-rechecked and everything is there, just not recognized for whatever reason.

If the list has the ESMs in all lower case letters, then it will not recognize the actual ESMs in your load order, since they are not in all lower case letters. This is why I ask about a possible typo in the masterlist.

gothemasticator

EDIT: Project Beauty.esp

doesn't this plugin require an associated ESM?

gtm
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Holli Dillon
 
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Post » Fri May 13, 2011 6:20 am

Hey guys. I'm setting up the loot lists to do some testing on the "Npcs use ammo" flag, but I need to know what the "chance none" values are for ammo for each ammo rarity setting. It isn't imperative for my initial tests but it will be for balancing the changes. Based on what I can tell from looking at FWE's global values, an ammo rarity of "rare" would be 50% chance none correct?
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Scott
 
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Post » Fri May 13, 2011 7:35 am

Hey guys. I'm setting up the loot lists to do some testing on the "Npcs use ammo" flag, but I need to know what the "chance none" values are for ammo for each ammo rarity setting. It isn't imperative for my initial tests but it will be for balancing the changes. Based on what I can tell from looking at FWE's global values, an ammo rarity of "rare" would be 50% chance none correct?


I have to say again that having the NPCs use ammo would be an excellent addition to the FWE environment. Adds a lot of realism imo. Always seems frustrating to me that NPCs have unlimited ammo. Then it becomes a tradeoff...Do I try and get them to use up their ammo so that I can kill them when they go melee--but get no ammo when I kill them? Or, do I try and kill them while they still have ammo (and thus are more dangerous) so that I can get some of that ammo. For a stealth character who can kill without being spotted, the ammo haul would make up for the increased difficulty (imo) of playing a stealth char.

Really love this idea.
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Marie
 
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Post » Fri May 13, 2011 10:29 am

Hey all. As you know I was gone for a good while visiting in AZ. While I was gone I had no computer access, so the brain may have atrophied a bit, heh. On top of that, when I got back I found my HDD fried and had to replace it and reinstall everything.

So, anyway, to the point...is there a step by step install guide and listing of what programs to use, making the merges, etc. for FWE+MMM+WMK I could look over to refresh my memory?
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Manuela Ribeiro Pereira
 
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Post » Fri May 13, 2011 4:36 pm

Hey all. As you know I was gone for a good while visiting in AZ. While I was gone I had no computer access, so the brain may have atrophied a bit, heh. On top of that, when I got back I found my HDD fried and had to replace it and reinstall everything.

So, anyway, to the point...is there a step by step install guide and listing of what programs to use, making the merges, etc. for FWE+MMM+WMK I could look over to refresh my memory?

Hi!
Here
http://www.fallout3nexus.com/downloads/file.php?id=2761&tab=4&navtag=/modules/comments/index2.php?tid=94274|:|fid=2761|:|sort=DESC
you will find links to all programs in need, such as FOMM, FOSE, FOIP patches and preferred load order.
CRAFT and CALIBR included into FWE package already, so don't bother yourself about it.
To avoid possible difficulties, please
-do not install Fallout into default Program Files folder, if you are owner of Windows Vista or Windows 7 OS.
-make sure you have all DLC-s in your DATA folder, not in My Documents
That's all for now. If you will have any questions- just ask.
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Cash n Class
 
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Post » Fri May 13, 2011 7:11 pm

Hey guys. I'm setting up the loot lists to do some testing on the "Npcs use ammo" flag, but I need to know what the "chance none" values are for ammo for each ammo rarity setting. It isn't imperative for my initial tests but it will be for balancing the changes. Based on what I can tell from looking at FWE's global values, an ammo rarity of "rare" would be 50% chance none correct?


Normally, the "chance none" is exactly that, the chance per item count in the leveled list that an instance of an item won't spawn. If you have an entry with 30 5.56mm bullets, and chance none of 50, on average you'll find 15 bullets (30 * .5 = 15).

Instead of specifying a value in the chance none field, you can flag it to use a global instead, as FWE does. Since you can change globals, this will allow you to change rarity for things in-game (via the control panel in FWE's case).

FWE's implementation is a little confusing with the different global I used. I don't remember what the ammo globals were (common, rare, ?somethingelse?) . . . when developing it, I realized that "rare" ammo types ended up needing a lower percent none because the quantities you find them in. In either case, the default globals values can been in the GECK or FO3edit in the global records, and are labeled FWEConfigAmmoRarityxxxxx . . . . keep in mind that people can change this through the in-game console.

If I had to guess, I'd say you might want to increase ammo between 1.5-2.5x depending on the type of weapon. For semi-auto weapons, keep it closer to 1.5x, for automatic or mini-gun weapons, keep it closer to 2.5x or higher. The AI has a really bad trigger finger with automatics :/

I have to say again that having the NPCs use ammo would be an excellent addition to the FWE environment. Adds a lot of realism imo. Always seems frustrating to me that NPCs have unlimited ammo. Then it becomes a tradeoff...Do I try and get them to use up their ammo so that I can kill them when they go melee--but get no ammo when I kill them? Or, do I try and kill them while they still have ammo (and thus are more dangerous) so that I can get some of that ammo. For a stealth character who can kill without being spotted, the ammo haul would make up for the increased difficulty (imo) of playing a stealth char.

Really love this idea.


I agree that this change could introduce to new options and balance improvements for certain playstyles, in particular melee or stealth oriented characters.
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lucy chadwick
 
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Post » Fri May 13, 2011 7:47 pm

If I decide to run without MMM (just the stand alone increased spawn module) there is no such thing then as a Mez's patch without MMM, eh?
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Charles Weber
 
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Post » Fri May 13, 2011 11:37 am

If I decide to run without MMM (just the stand alone increased spawn module) there is no such thing then as a Mez's patch without MMM, eh?

If Mez's patch not suitable for you, you can create your own patch with help of FO3edit.
And I do not recommend you to use increased spawn standalone, you can have issues
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Roberta Obrien
 
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Post » Fri May 13, 2011 12:55 pm

Yes, yes I did create m own patch. Just thought maybe there was one of Mez's hand made ones floating about without MMM.

I use this one, http://www.fallout3nexus.com/downloads/file.php?id=1415. What issues can it cause? I use it because I don't want the whole MMM package, too much instability, but I need the increased spawns, or the game becomes too easy.
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Mrs Pooh
 
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Post » Fri May 13, 2011 4:56 pm

I'm probably wrong, but I thought FWE already incorporated MMM's increased spawns and that's where the problem lies in using MMM'sIS in_addition_to FWE.
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Charlie Sarson
 
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Post » Fri May 13, 2011 8:32 am

Yes, yes I did create m own patch. Just thought maybe there was one of Mez's hand made ones floating about without MMM.

I use this one, http://www.fallout3nexus.com/downloads/file.php?id=1415. What issues can it cause? I use it because I don't want the whole MMM package, too much instability, but I need the increased spawns, or the game becomes too easy.

Both MMM and MMM increased spawn was developed for vanilla users. FWE make modifications to vanilla enemies and their weapons lists, so basically FWE and MMM not compatible. For FWE+MMM you have FOIP patch, which provide compatibility, for FWE+MMM IS such patch not existed.
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Christina Trayler
 
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Post » Fri May 13, 2011 2:18 pm

Ok, gotcha, thank you.

But, what if I put the MMMF3 before FWE in the load order, would that work?

Then everything FWE needs to change, gets changed, but I still get the increased spawns from MMMF3, and them spawns being FWE'ified?
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Damian Parsons
 
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Post » Fri May 13, 2011 7:08 pm

Ok, gotcha, thank you.

But, what if I put the MMMF3 before FWE in the load order, would that work?

Then everything FWE needs to change, gets changed, but I still get the increased spawns from MMMF3, and them spawns being FWE'ified?

No. What happens is that when you first begin a game with FWE, configuration menus come up and you choose options. Increased spawns is one such option.

Use the FWE menus and do not use the MMM increased spawns plugin.

gothemasticator
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Dj Matty P
 
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Post » Fri May 13, 2011 4:14 pm

up
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Alex Blacke
 
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Post » Fri May 13, 2011 7:12 am

I just started a new game and played through the whole vault until I got out to the wasteland, and I never saw a config menu come up with any options such as setting increased spawns.
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James Potter
 
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Post » Fri May 13, 2011 6:34 pm

Hi guys, got a bug report, though I'm not sure if the bug is in FWE or MMM...it's probably MMM.

The Waters of Life quest - I could not complete stage 25 which is to clear all the mutants out of the memorial even though I killed everything and when over the whole area with TCL/TWF etc. to find anything not dead.

The only way I could get this to work was to disable MMM, MMM compatibility patches and Mez's Merged Patch, then wait for respawn (7.5 days) then re-enter the memorial. When I did so I found an extra two centaurs spawned there that were not there before with those eps's enabled.

I suspect these centaurs are disabled by MMM or by the Mez's merged patch but are counted towards the goal of clearing out the memorial?
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Scarlet Devil
 
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Post » Fri May 13, 2011 6:34 pm

I just started a new game and played through the whole vault until I got out to the wasteland, and I never saw a config menu come up with any options such as setting increased spawns.

When you leave the Vault (or shack in alternative start) you will have new FWE control panel item added into armor section of your Pip-Boy. Here you can configure all settings

orbitor
The Waters of Life quest - I could not complete stage 25 which is to clear all the mutants out of the memorial even though I killed everything and when over the whole area with TCL/TWF etc. to find anything not dead.

No need in this
Some monsters are in the walls and you can not see them even with TCL command
This is vanilla issue, but chance of this increased with MMM installed.
There is two ways to resolve this issue
1. Leave Memorial and enter again.
2. If this not help- type KillAll in console. You will kill all enemies in the area
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Laura
 
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Post » Fri May 13, 2011 5:07 pm

Thank you, but I know that you get the control panel item when you leave the vault, what I do not know is where to change the spawn rate. I must be blind, but I can't find it. Could you please be so kind as to share this information, eh?
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Steve Smith
 
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