[RelZ] FWE - FO3 Wanderers Edition #4

Post » Fri Apr 01, 2011 8:14 pm

Yep that works.
For some reason, if i disabled the alternate start Mod... the included one in FWE would not start, so i have kept this running.
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dav
 
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Post » Fri Apr 01, 2011 4:23 pm

Just started using this Mod, loving it so far. Tried out a few different starts, had a few adventures and the difficulty increase(esp. with increased spawns) has lead to a lot of fastsave/loading, but I like the "puzzle" aspect in approaching a raider den six times and figuring out the best plan-of-attack.

My only question is, should it be taking about 6 headshots with a 10mm pistol to bring down a raider with no headgear? (approx 70% cond, 50+ small arms)

I realise its only a basic pistol, but seems to be same or more than in vanilla, just wanted to make sure it was normal and I didn't have my load order screwed or anything. Some of the stories I read in earlier threads seemed to indicate that there'd be more realistic head-wounds and one-shot kills. And as I'm only finding about 3 or 4 bullets per corpse, I tend to leave each fight with less than I started, unless I come across a cache.
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Your Mum
 
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Post » Fri Apr 01, 2011 6:15 pm

Don't suppose the FOOK esm could be used with a compatibility esp, without the normal FOOK esp to get the items in the game, without the balance changes and premade loot lists to merge (even though rewriting loot lists has to be boring as heck (I don't know how, but it really does look boring).

As a comparison, I was looking over the CFW beta weapons and the textures don't appear to have the right feel, to me at least. Too shiny and clean and pretty simple compared to everything else. (This was not meant to be a slam, just personal opinion.) Maybe FEV will turn out to be set up easier for compatibility, and it seems more interesting since it appears to use a lot of the same weapons as FOOK, unless I read into it wrong.

Either way, incredible work as always, Mez. Thank you again for your hard work coordinating all these mods and settings into a much more satisfying experience than vanilla. And thanks to all the contributors of the work he's been using, in case any of you stop by for a peek. :)
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Jessie Butterfield
 
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Post » Sat Apr 02, 2011 1:16 am

Hey guys,

I wanted to know just where does the Mart's Mutant Mod - FWE.esp file goes? Is it before or after FOIP_FWE_MMM.esp? Because there's no mention of that file in the FWE's readme, however it's present in Martigen's optional files package, I'm not entirely sure if I even have to use it at all.

Thanks.
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Ruben Bernal
 
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Post » Sat Apr 02, 2011 4:37 am

Hey guys,

I wanted to know just where does the Mart's Mutant Mod - FWE.esp file goes? Is it before or after FOIP_FWE_MMM.esp? Because there's no mention of that file in the FWE's readme, however it's present in Martigen's optional files package, I'm not entirely sure if I even have to use it at all.

Thanks.

They should actually be the same file, just Mez named the FOIP one in advance of the developing FOIP project, either/or will work.
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Queen of Spades
 
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Post » Sat Apr 02, 2011 3:46 am

They should actually be the same file, just Mez named the FOIP one in advance of the developing FOIP project, either/or will work.


Thanks Martigen :)
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Portions
 
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Post » Sat Apr 02, 2011 6:32 am

Well, I tried the mod and so far it's quite an impressive change from vanilla, I actually prefer this over FOOK, but it had to come to a price, and I'd say that's stability, unless my load order is the universal cause of my issues. Indeed, I'm experiencing regular CTDs, either during combat, or not, indoor or outdoor, talking to NPCs or not, it's entirely random.

First of all, here is my load order:

[X] Fallout3.esm[X] Unofficial Fallout 3 Patch.esp[X] Anchorage.esm[X] CALIBR.esm[X] Mart's Mutant Mod.esm[X] FWE_FO3_Wanderers_Edition.esm[X] DarNifiedUIF3.esp[X] RobCo Certified.esp[X] Wasteland Whisperer.esp[X] FWE_00_QUEST.esp[X] FWE_01_COMBAT.esp[X] FWE_02_COMBAT_II.esp[X] FWE_03_CHARACTER.esp[X] FWE_04_CHARACTER_II.esp[X] FWE_05_ITEMLOOT.esp[X] FWE_05_ITEMLOOT_II.esp[X] FWE_05_ITEMLOOT_III.esp[X] FWE_06_SPAWNS.esp[X] FWE_07_IMMERSION.esp[X] FWE_08_FEATURES.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] FOIP_FWE_MMM.esp[X] UPP - Pack 2.esp[X] UPP - Original Perks.esp[X] UPP  - Quest Perks.esp[X] Vintorez - CALIBR compatible.esp[X] Echo_BatteryCharger.esp[X] Overhead3PCamera.esp[X] eye_hair_en.esp


Additionally, my hardware is not over-clocked, it's entirely set to the default frequencies and to automatic settings in the BIOS. I've tried to run under clean boot mode but I'm still getting crashes. I would also like to say that I am not using any third-party codecs. I'm posting this simply because prior to trying this mod I didn't get any CTDs (and believe me that's very new to me in a Bethesda game). Maybe it was because I was playing with only five mods, I'm not sure. Also I got the latest version of both FOSE and FMM (installed correctly, triple-checked). Is my load order responsible?

Thanks.
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Chelsea Head
 
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Post » Fri Apr 01, 2011 7:44 pm

My only question is, should it be taking about 6 headshots with a 10mm pistol to bring down a raider with no headgear? (approx 70% cond, 50+ small arms)
It varies a great deal, but as a rule, no. That gun in that condition should generally take out a raider in 2-4 head shots. Less if you're sneaking.

Is my load order responsible?
I'm hardly an expert, but this should be stable:

[X] Fallout3.esm[X] Anchorage.esm[X] CALIBR.esm[X] Mart's Mutant Mod.esm[X] FWE_FO3_Wanderers_Edition.esm[X] Unofficial Fallout 3 Patch.esp[X] DarNifiedUIF3.esp[X] Overhead3PCamera.esp[X] UPP - Pack 2.esp[X] UPP - Original Perks.esp[X] UPP - Quest Perks.esp[X] RobCo Certified.esp[X] Wasteland Whisperer.esp[X] FWE_00_QUEST.esp[X] FWE_01_COMBAT.esp[X] FWE_02_COMBAT_II.esp[X] FWE_03_CHARACTER.esp[X] FWE_04_CHARACTER_II.esp[X] FWE_05_ITEMLOOT.esp[X] FWE_05_ITEMLOOT_II.esp[X] FWE_05_ITEMLOOT_III.esp[X] FWE_06_SPAWNS.esp[X] FWE_07_IMMERSION.esp[X] FWE_08_FEATURES.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] FOIP_FWE_MMM.esp


If nobody else offers any advice, try that and see how it works.

[X] Vintorez - CALIBR compatible.esp[X] Echo_BatteryCharger.esp[X] eye_hair_en.esp


I don't if or what problems these may cause, but I'd suggest you try loading all three before FWE and MMMF.
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Eve Booker
 
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Post » Fri Apr 01, 2011 7:50 pm

Well, I tried the mod and so far it's quite an impressive change from vanilla, I actually prefer this over FOOK, but it had to come to a price, and I'd say that's stability, unless my load order is the universal cause of my issues. Indeed, I'm experiencing regular CTDs, either during combat, or not, indoor or outdoor, talking to NPCs or not, it's entirely random.


The Hairpack mod has an esm that isn't in your load
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Makenna Nomad
 
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Post » Sat Apr 02, 2011 6:18 am

Just started using this Mod, loving it so far. Tried out a few different starts, had a few adventures and the difficulty increase(esp. with increased spawns) has lead to a lot of fastsave/loading, but I like the "puzzle" aspect in approaching a raider den six times and
figuring out the best plan-of-attack.


Thats exactly the problem I have. I think the difficulty for new and low level characters ist too high.


Here are my thoughts after playing some hours with a new char:

-I started as vault dweller in the region arround vault 101

-most raiders arround there tough, but no big deal

-animals are no big thread

-very good ammo balance. it is rare and you have to use shops, but you have enough ammo too do what you want

-weapon damage with early pistols and rifles is good

-grenades very powerful, maybe a little too much

-in some places(e.g. quest related places such as the super market) there are just too much raiders for a low level character (5 or 6): Some have grenades. If you use VATS and have to deal with 3 or 4 people at the same time it is very hard to avoid grenades and if they have automatics you fall in just seconds.

-interiors are worse. In a building there is not much space and again 3-4 raiders at the same time are too much for a low level player

-starting point Rivet City (History Refugee) is nearly IMPOSSIBLE. You are lv. 1 in the southeast corner of the map. There are 2 paths. 1 leads into a station full of Raiders. They are too much to handle for a lvl 1 character with just starting equipment. The other path leads directly into a bunch of Supermutants with Miniguns and Hunting Rifles. Again: not with lvl 1.


Summary:

Life is very hard as a new character in the world of FWE. The damage and health changes paired with MMM and its increased spawns make a very difficult game. You will have too pick every fight run away quite often. And even then you will die a lot.


UPDATE: Once you find some better gear like grenades or assault rifles it gets a lot easier to deal with large numbers of raiders.

Fallout3.esmCALIBR.esmMart's Mutant Mod.esmFWE_FO3_Wanderers_Edition.esmDarNifiedUIF3.espUnofficial Fallout 3 Patch.espFWE_00_QUEST.espFWE_01_COMBAT.espFWE_02_COMBAT_II.espFWE_03_CHARACTER.espFWE_04_CHARACTER_II.espFWE_05_ITEMLOOT.espFWE_05_ITEMLOOT_II.espFWE_05_ITEMLOOT_III.espFWE_06_SPAWNS.espFWE_07_IMMERSION.espFWE_08_FEATURES.espFWE_09_OPT_lessviewdistance.espOwned!.espWeaponModKits.espMart's Mutant Mod.espCASM.espFOIP_FWE_WMK.espFOIP_FWE_MMM.esp

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Sammygirl500
 
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Post » Sat Apr 02, 2011 1:39 am

don't think readme mentioned it...do i load both FWE_06_SPAWNS.esp and FWE_06_SPAWNS_II_MMM_full.esp?
edit: and in your readme load order it has "Mart's Mutant Mod - Natural Selection.esp"--but I think you meant the hunting and looting esp right?
edit: is this then a proper load order...

[X] Fallout3.esm[X] Anchorage.esm[X] Mart's Mutant Mod.esm[X] FWE_FO3_Wanderers_Edition.esm[X] Unofficial Fallout 3 Patch.esp[X] DarNifiedUIF3.esp[X] RobCo Certified.esp[X] FWE_00_QUEST.esp[X] FWE_01_COMBAT.esp[X] FWE_02_COMBAT_II.esp[X] FWE_03_CHARACTER.esp[X] FWE_04_CHARACTER_II.esp[X] FWE_05_ITEMLOOT.esp[X] FWE_05_ITEMLOOT_II.esp[X] FWE_05_ITEMLOOT_III.esp[X] FWE_06_SPAWNS.esp[X] FWE_06_SPAWNS_II_MMM_full.esp[X] FWE_07_IMMERSION.esp[X] FWE_08_FEATURES.esp[X] FWE_09_OPT_PrimaryNeeds_MMM_full.esp[X] FWE_09_OPT_VATS_Fast_100.esp[X] Owned!.esp[X] WeaponModKits.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] FOIP_FWE_MMM.esp[X] FOIP_FWE_WMK.esp[X] Fellout-Full.esp[X] GalaxyNewsRadio100[M].esp

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Alexis Estrada
 
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Post » Fri Apr 01, 2011 10:00 pm

If you have the latest version 3.2a you can delete the FWE_06_SPAWNS_II_MMM_full.esp. It is no longer needed.
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Stephanie Kemp
 
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Post » Sat Apr 02, 2011 3:10 am

If you have the latest version 3.2a you can delete the FWE_06_SPAWNS_II_MMM_full.esp. It is no longer needed.

yeah, sorry that was from 3.1b. i overlooked it when deleting.
edit: but now fo3 won't even load. using the above load order (minus spawns mmm full) it crashes instantly...doesn't even load menu screen.
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Laura Wilson
 
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Post » Fri Apr 01, 2011 11:59 pm

Ive been trying to get this working and Ive followed the instructions tot he letter. I can get in game and make my character but as soon as I use the bed to leave the creation shack the game stops responding. here is my load order.

[X] Fallout3.esm[X] CALIBR.esm[X] FWE_FO3_Wanderers_Edition.esm[X] Mart's Mutant Mod.esp[X] DarNifiedUIF3.esp[X] RobCo Certified.esp[X] Classic Fallout Weapons BETA.esp[X] FWE_00_QUEST.esp[X] FWE_01_COMBAT.esp[X] FWE_02_COMBAT_II.esp[X] FWE_03_CHARACTER.esp[X] FWE_04_CHARACTER_II.esp[X] FWE_05_ITEMLOOT.esp[X] FWE_05_ITEMLOOT_II.esp[X] FWE_05_ITEMLOOT_III.esp[X] FWE_06_SPAWNS.esp[X] FWE_07_IMMERSION.esp[X] FWE_09_OPT_NoFastTravel.esp[X] FWE_08_FEATURES.esp[X] FWE_09_OPT_PrimaryNeeds_MMM_full.esp[X] FWE_09_OPT_VATS_Fast_100.esp[X] FWE_09_OPT_SkillBasedHackingPicking.esp[X] Owned!.esp[X] WeaponModKits.esp[X] Mart's Mutant Mod.esm[X] Mart's Mutant Mod - Hunting & Looting.esp[X] FOIP_FWE_MMM.esp[X] FOIP_FWE_WMK.esp[X] FOIP_CFW_FWE.esp[X] FOIP_CFW_FWE_MMM.esp


Ive found that the problem only happens when I choose Scavenger as my history.
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Rachel Hall
 
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Post » Fri Apr 01, 2011 8:14 pm

yeah, sorry that was from 3.1b. i overlooked it when deleting.
edit: but now fo3 won't even load. using the above load order (minus spawns mmm full) it crashes instantly...doesn't even load menu screen.

well i simply deleted all MMM and FWE files and reunzipped the zip files and everything works ok now.
but one question, will my 3.1b save game update to the changes made in 3.2a?

edit: answered my own question.
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Jessica Thomson
 
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Post » Fri Apr 01, 2011 3:25 pm

I all, just dropping in quickly.

Apologies for all the random errors, CTD's, etc... and I'm very glad that everyone has offered up their help + knowledge to resolve problems for people. I may have a full FOOK patch available tonight or tomorrow, and I'll work on the readme to try and clarify load order issues.

Cheers,
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Johnny
 
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Post » Fri Apr 01, 2011 5:20 pm

Hey Mez,

Looking forward to the FOOK patch, that will be awesome. Can't wait to have MMM, FOOK, and FWE all up and running.

Just wondering if you have found out any more about Jericho's inability to use his own gun issue that I am having?

Cheers
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clelia vega
 
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Post » Sat Apr 02, 2011 1:28 am

Alright, here we go! Please let me know of any issues that pop up, and please consider this a "beta" release as far as FOOK compatibility goes. Cheers!


00. Recent Changes


Version 3.2b

- See the install instructions and changelog for version 3.2a is upgrading from 3.1b or earlier.
- In the FWE_Resources\FWE_Docs folder I've added a "FWE_interoperability_load_order_guide.txt" that lists some load orders for typically compatibility combinations.
- Note that if you use FOOK you should NOT be using Classic Fallout Weapons, most the CFW's weapons are already included in FOOK.

New Mods + Features

- "Beta" support for FWE + FOOK. See above for installation notes. You'll likely want to start a new game to take advantage of FOOK properly, and you may get errors adding FOOK to an existing game. Leveled lists should be merged properly. The main issue left to resolve is rectifying the repair lists. Please let me know if you find other issues or problems.

Tweaks

- Tweaked companions so their weapons use ammo as normal. This also fixes issues with companion weapons not working. Companions are given a fairly good supply of starting ammo.
- Companion health tweaked, and is generally lowered closer to vanilla levels to help balance their "essential" state.

Bugs / Glitches

- Fixed a CTD error with vampire's edge resulting from an unusual object effect. The effect has been removed for the time being.
- Reset the Primary Needs modules defaults to the settings used in prior FWE versions, it was accidentally changed back to the original PN settings.
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Daramis McGee
 
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Post » Fri Apr 01, 2011 2:18 pm

WOOO!!!!
top lad:D
only question is.
With
MMM, FWE, FOOK, And the wepon kits...
How would the load order go?
Same as before except you have included a differnt esp?
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Esther Fernandez
 
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Post » Fri Apr 01, 2011 4:39 pm

Question: The FOOK patches are based on the latest FOOK, just updated in the last few hours...FOOK 1.4? I hope this all works out cause I really want to use FWE + FOOK + MMM to make the ultimate FO3 replay!

Also, I am new to FWE and like all the changes except Module 000...I really don't want to muck with factions, skipping starts, changing endings, etc, as I don't have a lot of time to play and I like to put months into one character and don't want to potentially screw over my save games as new DLC and mods are released. I know you say it is "all or none" but it seems that that particular module is fairly expendable with keeping the vision of the rest of the mod intact if I skip it. Will I mess up any other aspects of FWE by doing so?
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x_JeNnY_x
 
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Post » Fri Apr 01, 2011 11:39 pm

Very similar question - WMK 1.1.2 is out. I guess it is not compatible yet?

Also - I found a bug while attaching modifications to my Chinese assault rifle. When i try to add Laser sight (or was it scope? cant remember :( ) - I end up with a fully upgraded Chinese pistol. Since it is not present in a pure WMK - I guess FWE has something to do with it.
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Johanna Van Drunick
 
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Post » Fri Apr 01, 2011 6:06 pm

WOOO!!!!
top lad:D
only question is.
With
MMM, FWE, FOOK, And the wepon kits...
How would the load order go?
Same as before except you have included a differnt esp?


The following is from the load order guide text file:

FWE with MMM, FOOK, WMK

Fallout3.esm
CALIBR.esm
Mart's Mutant Mod.esm
FWE_FO3_Wanderers_Edition.esm
FOOK.esm

FOOK.esp

FWE Modules (00 - 08)
FWE Optional Modules
*** FWE_09_OPT_PrimaryNeeds_MMM_full.esp

WeaponModKits.esp

Mart's Mutant Mod.esp
*** MMM Optional Mods *** Any MMM optional mods except Increased Spawns, Zones Respawn, Tougher Traders

FOIP_FWE_MMM.esp
FOIP_FWE_WMK.esp
FOIP_FOOK_FWE_MMM.esp
FOIP_FOOK_FWE.esp

Question: The FOOK patches are based on the latest FOOK, just updated in the last few hours...FOOK 1.4? I hope this all works out cause I really want to use FWE + FOOK + MMM to make the ultimate FO3 replay!

Also, I am new to FWE and like all the changes except Module 000...I really don't want to muck with factions, skipping starts, changing endings, etc, as I don't have a lot of time to play and I like to put months into one character and don't want to potentially screw over my save games as new DLC and mods are released. I know you say it is "all or none" but it seems that that particular module is fairly expendable with keeping the vision of the rest of the mod intact if I skip it. Will I mess up any other aspects of FWE by doing so?


I think you should be fine skipping module_00.

Very similar question - WMK 1.1.2 is out. I guess it is not compatible yet?

Also - I found a bug while attaching modifications to my Chinese assault rifle. When i try to add Laser sight (or was it scope? cant remember sad.gif ) - I end up with a fully upgraded Chinese pistol. Since it is not present in a pure WMK - I guess FWE has something to do with it.


I'll try and get a quick update for 1.1.2 WMK and FOOK out. The patches "should" be compatible regardless, but there might be an error or two. I'll look into what's going on with the Chinese Rifle becomoing a pistol, thanks for mentioning that,
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Susan Elizabeth
 
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Post » Sat Apr 02, 2011 12:31 am

Just if you didn't noticed, new version of T3T_WT out :$
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Andrew
 
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Post » Sat Apr 02, 2011 1:41 am

Hey Mezmorelda,

I just wanted to let you know that your FWE update on Fallout 3 Nexus is incorrectly labeled as "FWE - Patch 3-1a to 3-1b" . . . yet the doc files in the archive give that this is version 3.2b (which is what I was hoping that it really was).

Thanks so much for all the work that you have put into this compilation! I have been looking for the best way to mod my game to make FO3 a better RPG, mostly by improving immersion and realism and getting rid of all the hand-holding stuff (pretty much the same issues I had with Oblivion). After a long search, I had decided that FWE comes the closest to putting together the best compilation. I'm still trying to figure out exactly what to install (which may take me a while). Anyhoo, it looks like FWE is going to end up in a prominent spot on my FO3 recommended mod list.
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Spencey!
 
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Post » Sat Apr 02, 2011 5:26 am

starting point Rivet City (History Refugee) is nearly IMPOSSIBLE. You are lv. 1 in the southeast corner of the map. There are 2 paths. 1 leads into a station full of Raiders. They are too much to handle for a lvl 1 character with just starting equipment. The other path leads directly into a bunch of Supermutants with Miniguns and Hunting Rifles. Again: not with lvl 1.


I have to say the Refugee history is extremely difficult, I agree. I have been trying to figure out how to survive it. You basically have a .32 pistol, 10 bullets, a melee weapon, and some dirty water I think. Maybe 1 stimpack, I forget. Basically, next to nothing, which is great, but very challenging for that part of the map. I've tried going into Rivet to steal as much as I could, but you start out with 0 bobby pins, which makes it tough. I've tried getting past the supermutants by Jefferson, but with 0 success thusfar. Very tough encounter when all you have is a .32 pistol and 10 bullets. My best success is going through the metro. I managed to kill the raiders and load up on their equipment and chems. I made it to underworld where I was able to buy/sell some loot to get a bit more good stuff. However, what is the alternative then? The DC area is crawling with supermutants making for some extremely difficult encounters to say the least. I've been thinking about trying to swim across the river to get away from the supermutants, but with 0 radaway/radx and the increased radiation that could be risky. If you manage to steal some rad chems from the doc office in Rivet then it may be doable, but I expect you would still come out the other side with major rad poisoning. However, if it allows you to live, then as a refugee, that may be what you have to do...

I think it may be possible for extremely skilled players, but it is not for the faint of heart to say the very, very least! Anyone who says this game is too easy should be directed to this start!!!

The escaped slave is also difficult because you only start with a tire iron for a weapon--no guns. And you've got jack for loot--less than the refugee. However, you are in a more forgiveable part of the map, which is good. However, acquiring a gun can be difficult here. Quite challenging as well.

One of the most balanced starts, I think, is the enclave refugee. You start out with a powerful plasma rifle with limited rare ammo. Aside from that, you only have leather armor, 4 stimpacks, and minimal other loot. You also start out near Raven Rock, a fairly difficult part of the map, far from any settlement. A challenge, but your plasma rifle helps you survive. I also lucked out and took out a sniper who had the powerful drifter's laser rifle, yummy.

Can't wait to play with FOOK and MMM fully included. Woot!
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Ross Thomas
 
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