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

Post » Fri May 13, 2011 8:46 am

Backpack mod can give such effect- I had it myself.
Component, which make backpack respawnable.
Simply deactivate this component, merchant's ability to respawn will be restored


I did, they didn't. Turned off all the other mods and slept for 4 days with everything at default (2.5 days for vendor respawn), still no effect. So I guess the save game is corrupted somehow, not much to do then I guess.
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KIng James
 
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Post » Fri May 13, 2011 8:23 am

I did, they didn't. Turned off all the other mods and slept for 4 days with everything at default (2.5 days for vendor respawn), still no effect. So I guess the save game is corrupted somehow, not much to do then I guess.

Please give me link to this mod- I will check it after returning from space :)
I'm in Zeta now

How would I make a weapon compatible with FWE? For instance, I would like to use this mod, but the weapon stats would be messed up by FWE's weapon changes, correct?

You need to open your mod in FO3edit and make the same characteristics for the damage/min.spread/ crit. damage values- for weapons from FWE and new weapons. Without it, your new weapons will be slightly less effective in comparison with weapons from FWE. But nothing serious, because global damage modifier will be applied to all weaponry
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D LOpez
 
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Post » Fri May 13, 2011 4:57 pm

Quick problem...I think FO3Edit changed how it works, because I can't figure out how to make a merged patch D: I've always used to use FO3Edit, but now I can't figure out how to do anything but load it up...
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Brooks Hardison
 
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Post » Fri May 13, 2011 7:22 pm

Quick problem...I think FO3Edit changed how it works, because I can't figure out how to make a merged patch D: I've always used to use FO3Edit, but now I can't figure out how to do anything but load it up...

You need to load all your mods into FO3Edit
Wait until background loader will finish it's work
Click on the left with RMB and choose - Create Merged Patch from the menu
Menu will not be accessible until background loader will finish it's work
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Lucy
 
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Post » Fri May 13, 2011 8:52 am

You need to load all your mods into FO3Edit
Wait until background loader will finish it's work
Click on the left with RMB and choose - Create Merged Patch from the menu
Menu will not be accessible until background loader will finish it's work


I'm using the fomod version of FWE, And for some reason when I activate it via FOMM it won't pop up in my list of mods, and then when I try and open everything with FO3Edit it encounters a fatal error because of the FWE FOMOD not loading properly.

So I'm thinking theres something wrong with the FOMOD version.
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FLYBOYLEAK
 
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Post » Fri May 13, 2011 8:20 pm

I'm using the fomod version of FWE, And for some reason when I activate it via FOMM it won't pop up in my list of mods, and then when I try and open everything with FO3Edit it encounters a fatal error because of the FWE FOMOD not loading properly.

So I'm thinking theres something wrong with the FOMOD version.

I don't have problems with FOMOD version
May be you will try FOMOD-compatible?
This is not normal, if you don't have mod's list in FOMM, you must understand
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suzan
 
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Post » Fri May 13, 2011 1:40 pm

My question is concerning the Project beauty files (with FWE,WMK,MMM, and EVE base game setup). I know I need the Project Beauty files from the Fallout Interoperability Program files, but my question is with the files from Project Beauty itself.

Do I need to add these esp patches:

Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
PB MMM HD.esp
Project Beauty- Point Lookout MMM.esp

...or do the Fallout Interoperability Program files already handle these patches?

I am using the HD version of Project Beauty ( Project Beauty HD version.esm ). Thank you :)
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Dale Johnson
 
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Post » Fri May 13, 2011 7:05 am

Hey again,

I've been noticing something strange lately and it came to a head tonight, so I thought I would post for feedback. I'm not sure if this is FWE (still running version 4) or if it may be caused by one of the other mods I'm using (Phalanx, WMK, MMM). I've been noticing that my followers' ammo seems to "multiply" sometimes. What I mean by this is that I know that say Malcolm has ~150 energy cells, ~100 MF cells, etc. Then a little while later he may have ~250 MF cells, for example. Now, thusfar, I've been chalking it up to the followers scrounging ammo/weapons off of guys they kill. Although suspicious, this seemed plausible to me. However, tonight, I went into the Mechanist's Lair Building with Malcolm having ~400ish Electron Pack Charges (I mistakenly thought they were for a later EW gun so I was giving them to him). However, when I was leaving after finishing with the Mechanist, I was checking his supplies and saw that he had >4000 Electron Pack Charges. There's no way he is scrounging > 3000 EPCs in this place...right? Not sure what the explanation is, but thought I'd post for some feedback.

Thanks!
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:)Colleenn
 
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Post » Fri May 13, 2011 10:31 am

And one more question on Project Beauty - is Mez's Merged Patch ok to use with it? Or is a custom merged patch required?
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Sarah Bishop
 
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Post » Fri May 13, 2011 8:50 am

I'm using the fomod version of FWE, And for some reason when I activate it via FOMM it won't pop up in my list of mods, and then when I try and open everything with FO3Edit it encounters a fatal error because of the FWE FOMOD not loading properly.

So I'm thinking theres something wrong with the FOMOD version.

Agh use common sense ;)
The fomod version has been downloaded thousands of times, if it really was broken, don't you think someone would've noticed that by now?

I've been noticing something strange lately and it came to a head tonight, so I thought I would post for feedback. I'm not sure if this is FWE (still running version 4) or if it may be caused by one of the other mods I'm using (Phalanx, WMK, MMM). I've been noticing that my followers' ammo seems to "multiply" sometimes. What I mean by this is that I know that say Malcolm has ~150 energy cells, ~100 MF cells, etc. Then a little while later he may have ~250 MF cells, for example. Now, thusfar, I've been chalking it up to the followers scrounging ammo/weapons off of guys they kill. Although suspicious, this seemed plausible to me. However, tonight, I went into the Mechanist's Lair Building with Malcolm having ~400ish Electron Pack Charges (I mistakenly thought they were for a later EW gun so I was giving them to him). However, when I was leaving after finishing with the Mechanist, I was checking his supplies and saw that he had >4000 Electron Pack Charges. There's no way he is scrounging > 3000 EPCs in this place...right? Not sure what the explanation is, but thought I'd post for some feedback.

This is caused by Phalanx. If you notice something strange with followers, you might want to start looking at...yanno the mod that alters your followers?

My question is concerning the Project beauty files (with FWE,WMK,MMM, and EVE base game setup). I know I need the Project Beauty files from the Fallout Interoperability Program files, but my question is with the files from Project Beauty itself.

Do I need to add these esp patches:

Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
PB MMM HD.esp
Project Beauty- Point Lookout MMM.esp

The FOIP patch doesn't handle those, except PB MMM HD.esp which I think you shouldn't use. The other three files should be fine to use.
And one more question on Project Beauty - is Mez's Merged Patch ok to use with it? Or is a custom merged patch required?

Yes you can use it, the PB files don't really require a special merged patch.
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laila hassan
 
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Post » Fri May 13, 2011 11:56 am

Agh use common sense ;)
The fomod version has been downloaded thousands of times, if it really was broken, don't you think someone would've noticed that by now?


My common sense tells me when I downloaded the fomod version, loaded it up in fomm, and activated it, it didn't show up in my mod list, whereas DarnUI did.

Thanks for being helpful though, I'll be sure to remember to not ask for help on forums again.
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katie TWAVA
 
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Post » Fri May 13, 2011 4:42 am

Kai: thanks mate, great :)

Arri: if i recall correctly, the FOMOD version comes in a zip file. You need to extract the FOMOD file from inside that, and put it in FOMM's mods folder. Then run FOMM and you should see it appear in the Package Manager. At that point, Activate it and it'll ask you some questions and install what it needs to.

Anyway don't get offside with Kai, can you imagine how many times he has answered the same questions again and again and again?
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Neko Jenny
 
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Post » Fri May 13, 2011 1:44 pm

My common sense tells me when I downloaded the fomod version, loaded it up in fomm, and activated it, it didn't show up in my mod list, whereas DarnUI did.

Thanks for being helpful though, I'll be sure to remember to not ask for help on forums again.



Did you extract the file to the \Bethesda Softworks\Fallout 3\fomm\mods folder, or did you just drag the file from the zip to the folder? I think this is what happened to me when I dragged the file. Once I extracted the file properly, it worked just fine :)


@ Kai Hohiro - Thank you very much!
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Mariana
 
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Post » Fri May 13, 2011 7:14 am

Never mind. Darn, you guys are fast! :)
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Katie Samuel
 
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Post » Fri May 13, 2011 11:45 am

My common sense tells me when I downloaded the fomod version, loaded it up in fomm, and activated it, it didn't show up in my mod list, whereas DarnUI did.

Thanks for being helpful though, I'll be sure to remember to not ask for help on forums again.



I had this same issue. Turned out for some reason the download was corrupt, but windows didn't report it as such. Try redownloading. If it persists, try upgrading to a newer FOMM perhaps.
----------------------

@Kai/Mez/etc: I'm having a bit of difficulty understanding exactly what files I need to be downloading for a FWE+WMK+more spawns setup?

I grabbed FWE, I grabbed the FOIP for WMK...do I need MMM or that other standalone thing? Do I need the actual WMK or just the FOIP? The install directions on the page didn't really seem to specify. Then again, we all know I'm blind and thick headed.

I'm trying to avoid having 30 different mod files like I did last time I ran the setup :)

Also, small bug report...had lockups on picking '15 seconds' for the explosive entry. Was choosing frag mines. Happened anytime I'd been playing more than 10 mins and went to use them on ammo boxes. This was with ONLY FWE installed, using the alternative setting for the presets.
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leni
 
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Post » Fri May 13, 2011 12:13 pm

I grabbed FWE, I grabbed the FOIP for WMK...do I need MMM or that other standalone thing? Do I need the actual WMK or just the FOIP? The install directions on the page didn't really seem to specify.


You need WMK as well (and the WMK DLC patches too if you use the DLC's). And you need the standalone MMM increased spawns mod. You don't need full MMM unless you're installing full MMM.
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James Potter
 
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Post » Fri May 13, 2011 6:30 pm

I had this same issue. Turned out for some reason the download was corrupt, but windows didn't report it as such. Try redownloading. If it persists, try upgrading to a newer FOMM perhaps.
----------------------

@Kai/Mez/etc: I'm having a bit of difficulty understanding exactly what files I need to be downloading for a FWE+WMK+more spawns setup?

You need FWE, WMK, MMM and FOIP patches for this mods. Please look Nexus Thread for help in load order- on the description page
http://www.fallout3nexus.com/downloads/file.php?id=2761
Or FOIP page
http://www.fallout3nexus.com/downloads/file.php?id=4968

Also, small bug report...had lockups on picking '15 seconds' for the explosive entry. Was choosing frag mines. Happened anytime I'd been playing more than 10 mins and went to use them on ammo boxes. This was with ONLY FWE installed, using the alternative setting for the presets.

I will check it, thank you
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Ria dell
 
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Post » Fri May 13, 2011 3:31 pm



This is caused by Phalanx. If you notice something strange with followers, you might want to start looking at...yanno the mod that alters your followers?





Ok, thanks :D
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lydia nekongo
 
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Post » Fri May 13, 2011 1:09 pm

Hey guys... Just wanted to say thanks for putting together such a great mod. I'm using ver 5 now, and the menu controls are just pure awesomeness. I actually use the defaults for just about everything, but it's really nice to be able to configure things just the way I like.

I know an immense amount of work must have gone into all this, and I for one really appreciate it.
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Miguel
 
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Post » Fri May 13, 2011 12:58 pm

PS. Just redownloaded the FOMOD version, thinking I might have somehow had a corrupted file. Still doesn't work., added it to my mods folder in the fomm folder and everything.

So my common sense is telling me that there IS something wrong with the FOMOD version if I can download it multiple times and STILL not have it work. And if I use other FOMODs then it works fine, and I have just recently (like yesterday) downloaded fomm, so it's not an out of date version. All of that just keeps reinforcing my common sense that's telling me something is wrong with the FOMOD.

PPS. FO3Edit still doesn't work. Background loader will finish but I CAN NOT right click ANYWHERE to open up a drop down menu or ANYTHING.

Again, my common sense is telling me that since I've done all this months ago with ABSOLUTELY NO ERRORS WHATSOEVER, and now all of a sudden I can't get ANYTHING to work, that SOMETHING must have changed in the mods, and people have just failed to catch up to all the changes.
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helen buchan
 
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Post » Fri May 13, 2011 8:11 am

@Arri: You remembered to unzip the fomod folder, right? I tried to install late at night like a bonehead and it wasn't until my third install I realized I forgot to actually unzip the fomod folder before trying to activate it. :blush:
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Prue
 
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Post » Fri May 13, 2011 5:02 pm

Yeah that's critical. I forgot that myself a few times.
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Dean Brown
 
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Post » Fri May 13, 2011 4:06 pm

Hey guys... Just wanted to say thanks for putting together such a great mod. I'm using ver 5 now, and the menu controls are just pure awesomeness. I actually use the defaults for just about everything, but it's really nice to be able to configure things just the way I like.

I know an immense amount of work must have gone into all this, and I for one really appreciate it.

Thank you for the feedback!

PS. Just redownloaded the FOMOD version, thinking I might have somehow had a corrupted file. Still doesn't work., added it to my mods folder in the fomm folder and everything.

So my common sense is telling me that there IS something wrong with the FOMOD version if I can download it multiple times and STILL not have it work. And if I use other FOMODs then it works fine, and I have just recently (like yesterday) downloaded fomm, so it's not an out of date version. All of that just keeps reinforcing my common sense that's telling me something is wrong with the FOMOD.

PPS. FO3Edit still doesn't work. Background loader will finish but I CAN NOT right click ANYWHERE to open up a drop down menu or ANYTHING.

Again, my common sense is telling me that since I've done all this months ago with ABSOLUTELY NO ERRORS WHATSOEVER, and now all of a sudden I can't get ANYTHING to work, that SOMETHING must have changed in the mods, and people have just failed to catch up to all the changes.

Like half a dozen people have told you so far, you have to unzip the friggin file with 7-zip. It says so on the very first page of this thread and the nexus site. We have to zip up the .fomod file because Nexus doesn't allow actual .fomod files to be uploaded. NOTHING has changed about this stuff in recent months, FO3Edit is still the same, the fomod process hasn't changed, you're just doing it wrong, so quit your shoutin.
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Miss Hayley
 
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Post » Fri May 13, 2011 6:56 am

PS. Just redownloaded the FOMOD version, thinking I might have somehow had a corrupted file. Still doesn't work., added it to my mods folder in the fomm folder and everything.

So my common sense is telling me that there IS something wrong with the FOMOD version if I can download it multiple times and STILL not have it work. And if I use other FOMODs then it works fine, and I have just recently (like yesterday) downloaded fomm, so it's not an out of date version. All of that just keeps reinforcing my common sense that's telling me something is wrong with the FOMOD.

PPS. FO3Edit still doesn't work. Background loader will finish but I CAN NOT right click ANYWHERE to open up a drop down menu or ANYTHING.

Again, my common sense is telling me that since I've done all this months ago with ABSOLUTELY NO ERRORS WHATSOEVER, and now all of a sudden I can't get ANYTHING to work, that SOMETHING must have changed in the mods, and people have just failed to catch up to all the changes.


See, since it's worked for many people, including myself, without any problems, common sense actually suggests that it's something you did/didn't do. Getting abrasive is not going to get your problem solved any faster (though I admit Kai's replies haven't exactly been sugar coated either). Why don't you post, with a bit more detail, what you went through to install the FOMOD (and maybe while you're at it, how you installed FO3Edit as well) and we can try to figure out what's wrong. Before that, try this:

1) Open the FWE zip file you got from Nexus.
2) Extract the fomod file inside into, say, your Desktop.
3) Start FOMM, open the Package Manager.
4) Click on "Add new" (Right sidebar, top button), select the fomod file on your Desktop in the following dialog. Click on "Open". (Sorry for treating you like a kid, but let's get this done right)
5) FOMM should start reading the fomod, and once it's done you should see it in the list.

As for FO3Edit, there's this self-explanatory dat file that comes with the exe that, um as it says, should be kept with the exe (i.e. same folder). I put both files in the FO3 install directory (where Fallout3.exe is) and I've never had any problems with it.
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His Bella
 
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Post » Fri May 13, 2011 4:05 pm

Also, small bug report...had lockups on picking '15 seconds' for the explosive entry. Was choosing frag mines. Happened anytime I'd been playing more than 10 mins and went to use them on ammo boxes. This was with ONLY FWE installed, using the alternative setting for the presets.

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?
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Joie Perez
 
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