[RelZ] FWE - FO3 Wanderers Edition #4

Post » Fri Apr 01, 2011 6:33 pm

I love hearing everyone's trials and tribulations :) I think my favorite part of the game is level 1 - 6, even with FWE after level 6 or so the rediculous difficulty tapers off a bit as you get more and better equipment. Still a challenge though!

I think it's pretty important to pick your starting skills carefully. I.E., with the refugee, you might need to really load up on sneak and agility to be able to sneak your way out of DC. I haven't tried it myself of course :) I usually find just GETTING to rivet city is pretty difficult. The super mutant hordes create a pinch point between Jefferson Memorial and a little before the rivet city bridge. Pretty tough right there :)
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Trish
 
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Post » Fri Apr 01, 2011 5:33 pm

I found the primary needs mod increased the difficulty by a lot:

- Even if set to vanilla settings, the food and water RADs have been massively increased. From say 2-4 rads for eating some food up to 20 something. And something like 30 rads for a drink of water from a cleanish sink. This means using food or water to heal is not usually the best idea, unless you have a way of dropping the rads.

- I was never able to find the sleeping bag the readme described... I tried several new games, tried reloading, etc. No dice. So, food & water raise your rads like crazy, you can't stay out too long without needing to trek back for a bed, etc. Mez--if I wanted to fix this, do you know the item code for the sleeping bag? And how much it is supposed to cost? I want to use this mod, but don't like not being able to camp...


Also, I'm not sure whether this was just a 3.1 to 3.2 change, or whether not using primary needs did it, but I have noticed that food is all 1 pound now, regardless of type. When I was using primary needs, and in V3.1, food had various weights. ie: Pork & Beans was something like .3, all animal meat was 1 lb, etc. Now, everything is 1 lb. Even crispy squirrel bits, iguana on a stick, etc.

Anyway, I'm having a blast playing either way. Definitely MUCH easier without primary needs though, since you can use local water to heal easily without worrying too much about rad sickness. Most places have some access to water somewhere nearby.
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NAtIVe GOddess
 
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Post » Sat Apr 02, 2011 1:52 am

Hmm, that's odd that the food weights are all screwed up, I'll look into it.

I checked a few new games and the bed showed up properly at Craterside. I don't have a clue why is isn't showing up for you. Have you tried starting as a Vault Dweller and then running right to megaton and check? I'll have to get you the item code, can't look it up right now. The base cost for it is 100 caps, but it's usually around 230 unless your barter skill is over 30 or 40.

This means using food or water to heal is not usually the best idea, unless you have a way of dropping the rads


That is, like it or not, the intention. Eating + drinking is not supposed to magically heal you, you just eat drink to stay alive. You'll need to rely on stims and rest to heal. I may tweak the food + drink rads a little bit. It would be good to have it structured such that you'd need maybe 1 rad-away every 2 days or so to counteract the food + drink effects. Much less than that and it isn't that important.

Also, getting the Sanitizer from the super-duper mart book quest is a real life saver on the rad front :)
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Kelly John
 
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Post » Fri Apr 01, 2011 6:02 pm

Hmm, that's odd that the food weights are all screwed up, I'll look into it.

I checked a few new games and the bed showed up properly at Craterside. I don't have a clue why is isn't showing up for you. Have you tried starting as a Vault Dweller and then running right to megaton and check? I'll have to get you the item code, can't look it up right now. The base cost for it is 100 caps, but it's usually around 230 unless your barter skill is over 30 or 40.



That is, like it or not, the intention. Eating + drinking is not supposed to magically heal you, you just eat drink to stay alive. You'll need to rely on stims and rest to heal. I may tweak the food + drink rads a little bit. It would be good to have it structured such that you'd need maybe 1 rad-away every 2 days or so to counteract the food + drink effects. Much less than that and it isn't that important.

Also, getting the Sanitizer from the super-duper mart book quest is a real life saver on the rad front :)


Ah. It wasn't clear to me that was the intention... ie: It seemed from the description of the Primary Needs mod that its intent was just that you had to eat, drink, and sleep regularly or suffer penalties. I didn't see anything about massively higher rads, removed healing (unless set to Vanilla... but I assume that whatever presets you have it at now, since you marked it as fixed, are your intentional settings), etc. (The reason I care about the intent is that if you didn't intend for the healing to be removed and the rads a lot higher than your base mod, it is possible that it could make the game way too challenging compared to what you had intended. I like a good challenge though :))

Each time I tried to go to craterside and buy the sleeping bag thing, I would start as a wastelander (very close to megaton), run basically straight there (maybe get into a few fights on the way), and check craterside. No dice for me :-/
Sometime this week when I have time I'll update FWE again and try.
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Nathan Maughan
 
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Post » Sat Apr 02, 2011 2:49 am

Maybe another option for the refugee start is, like Mez suggests, to sneak out of the area. After all, you do start with a nice +10 bonus to sneak, which may be a hint. I guess the way to do it might be to hang out in Rivet City until nightfall so that you have the cover of darkness. Tag sneak and start with a reasonably high agility. Try and sneak past the Jefferson memorial super mutants. A very tricky sneaking mission to be sure, but maybe doable.
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Juanita Hernandez
 
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Post » Sat Apr 02, 2011 2:43 am

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.


Mez, you're my hero, seriously. Huge kudos for this!!!
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Mario Alcantar
 
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Post » Fri Apr 01, 2011 5:12 pm

Questions about the new FOOK compatibility patches:

1) Do we use MMM's MMM-FOOK or MMM-FWE patches any more or do your patches cover all those MMM related changes?
2) Which mod "wins" with your compatiblity patches as far as weapon damage/balance/tweaks, NPC changes, etc...FOOK balance or FWE balance?
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Lucie H
 
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Post » Fri Apr 01, 2011 10:46 pm

Just wanted to add my kudos. I'm getting a few freezes, usually when attacking in bullet time, but saving on a regular basis anyway thanks to the upped difficulty.

Had my best ever FO3 firefight yesterday. I normally hit the Elementary School FIRST. Playing as a regulator, I didn't reach the school until two days and three levels later.

Popped in the upper back door, laid down a mine at the first intersection(after getting pwned the first run-through), chucked a grenade to the right where I could hear a nearby raider, then retreated back to the door.

This attracted the attention of every single damn raider in the school...and their little dog, too. With increased spawns. How my level 4 regulator survived, wearing only her regulation(hah) duster, a pre-war hat, and no cover to speak of, I'm not entirely sure. All I know is I was jumping in and out of bullet-time, and trying to score as many head-shots with the assault rifle as I could, using the melee raiders as shields from the gun-toting ones behind.

When I was done, my own heart was as loud as the one coming from the speakers. :) And I was level five.

Also, when I finally cleaned up the mess and had a nap to recover my wounds, I made my way to the basemant, where I did my landmine trick again, but this time when I threw the grenade and retreated to the entrance, I waited in vain to pick off those chasing me. There was however, about a minute's worth of crippled limb messages. :D I found two dead raiders where I had left the mine, and another three cowering together at the other end of the level. Good times.

And, not sure if its a bug, but I unloaded about 40 rounds from my silenced 10mm pistol into one of the giant worker ants on that level, and I think I missed every time from point blank range. Not sure if this has anything to do with my same problem with this gun and shooting raiders(taking 5+ headshots to kill, repair & small arms 50+). Hunting rifle and assault rifle seem to be more than sufficient, though.
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Chase McAbee
 
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Post » Sat Apr 02, 2011 2:13 am

Ok, just wanna say thanks for this excellent mod!

Many thanks to Mez, Kaoten and others that helped me get this thing going, including all modders who took part.

@ Kaoten and Mez, everything works just fine now, thanks for all the advice. Activating 'Archiveinvali.....' really helped too ;) Stupid me thought it was just another mod...
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Chavala
 
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Post » Fri Apr 01, 2011 6:42 pm

Hey mate,
Noticed that there is a New/updated version of the mod you use to give us alternate starts.
Also an update for the sprint mod
Hope this helps:D
Would it be useful if i went over your list of mods used and pointed out the ones that have newer versions?
I would be most happy to:D
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Dawn Farrell
 
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Post » Fri Apr 01, 2011 4:21 pm

I have downloaded the updates for FWE and I have also now downloaded the most recent versions of FOOK and MMM hoping to get them all working together. Here is what I did. Any help would be appreciated.

1) I installed each according to their install directions

1a) I installed FWE 1st. When I then installed FOOK it asked to overwrite some of the FWE files. I gave priority to the FOOK files and overwrote the FWE files. I wasn't sure which way to go. Did I do the wrong thing here, or am I ok?

2) After I installed all the files to the best of my ability, I opened FOMM and tried to get my load order down (following Mez's suggestions in one of the compatibility .txt/.doc files). Here is what I came up with (note that I am hoping to continue using the hairpack mod, which gave me no problems with FWE). Any assistance would be appreciated:

Fallout3.esm
Hairpack.esm
CALIBR.esm
Mart’s Mutant Mod.esm
FEW_FO3_Wanderers_Edition.esm
FOOK.esm
FOOK.esp
FOOK-Balance Changes.esp <--Is this correct to put here???
FWE_00_QUEST.esp
FWE_01_COMBAT.esp
FWE_02_COMBAT_II.esp
FWE_03_CHARACTER.esp
FWE_04_CHARACTER_II.esp
FWE_05_ITEMLOOT.esp
FWE_05_ITEMLOOT_II.esp
FWE_05_ITEMLOOT_III.esp
FWE_06_SPAWNS.esp
FWE_07_IMMERSION.esp
FWE_08_FEATURES.esp
FWE_09_OPT_NoFastTravel.esp
FWE_09_OPT_SkillBasedHackingPic…
FWE_09_OPT_PrimaryNeeds_MMM_f…
FWE_09_OPT_lessviewdistance.esp
FWE_09_OPT_VATS_Fast_100.esp
Mart’s Mutant Mod.esp
Mart’s Mutant Mod-Natural Selection…
Mart’s Mutant Mod-Hunting & Looting…
Mart’s Mutant Mod-No Corpse Flies.esp
FOIP_FWE_MMM.esp
FOIP_FOOK_FWE_MMM.esp
FOIP_FOOK_FWE.esp

Does this seem right? I am not very skilled at the whole mod thing, although I love mods! Any criticism/advice would be appreciated.

Cheers


EDIT 1: Do I need the MMM compatibility files e.g., MMM-FOOK.esp??? MMM-FWE.esp???

EDIT 2: Note that I am not using the FOIP_FWE_WMK.esp because I don't think I am using the WMK, which I don't fully understand (I don't use the WeaponModKits.esp either). Will I be ok with doing this? Or, should I use the WMK?

P.S., I tried loading it up and it *seems* to be working well. I encountered some very cute dog pups and some different looking mole rats, so things seem to be in order. I also noticed a crap ton of red dots on my compass making me almost pass out, lmao!!! So, everything seems in order, but if anyone can detect any problems I might have from what I posted here I would appreciate it.

Also, I have one "issue" to report, that may or may not be an issue/bug: When I encounter various NPCs, especially scavengers, and especially while I am running, they start running away from me like I am attacking them, even if I don't have my weapon drawn. I don't even have a chance to talk with them, they just start running away/around. Sometimes, especially if we are in a room, I may be able to get close enough to engage them in dialogue and they will talk with me. But sometimes they will just cower and not talk to me really. Is this intentional? A bug/issue? I'm not sure, but it does make friendly interactions more difficult and the most recent scavenger ran clear away from me toward the horizon...

Thanks!
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Zach Hunter
 
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Post » Sat Apr 02, 2011 3:00 am

Where should Hairpacks/Facegen Presets go in the load order?

What about additional mods like Wasteland Whisperer, RoboCertified and Owned!

Also - do we still need "Selected Containers Respawn"?




Ugh - this whole experience is starting to resemble oblivion, which I never DID get configured right. I love the option of all the mods, I just wish there was an easier way to know I was doing it right.
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kirsty joanne hines
 
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Post » Fri Apr 01, 2011 4:46 pm

The above post reminds me that I also did not load the selected containers respawn, so I would also like to know if that is necessary.

My report from my first playthrough tonight with FWE/FOOK/MMM:

Ok, I noticed only one issue in my first playthrough: a bunch of the new weapons and armor images are not working properly. I am getting: PipOs error .26 [file not found]. Some of the weapons/armors that are doing this are: colt frontier, m3a1 "grease gun", needler pistol, raider combat armor, highway scar armor, etc. However, not all of the new weapons/armors are doing this. A couple, like one of the new submgs and one of the assault rifles seem to be working ok. I am wondering if this has to do with me not using the WMK files???

Now, on to the positives. A lot of things seem to be working great. For example, I am running across nice packs of molerat families including different-looking mamas and papas, as well as their babies. Same for vicious dog families. Very nice. And the increased spawns combined with increased weapon damage... After scraping together 1000 clams to supply Jericho so he would join with me, we took a run through springfield elementary. Even with Jericho covering my back, all I can say is HOLY !#$%#$@ @$#%!!!!! First time I've ever been down to literally like 1-3 hps (i.e., on the verge of certain death) in this particular dungeon. Happened on the bottom level when I got seriously mobbed by a pack of raiders toting good equipment. Fortunately I JUST managed to kill them (I totally forgot about buffs, including buffout when I was on the verge of death, which is a bad habit of mine). And I mean just barely. Wow. The upside is I came out of there with a ton of great loot. The downside is, wow, if springfield elementary is this tough, I shudder to think of some of the other areas, especially downtown. Increased super mutant spawns in the DC area? :shudder:

This is definitely totally awesome. Although I feel like the refugee start must be almost nearly certainly unplayable--experts only imo. I decided to start with the vault dweller start this time, going for an evil playthrough. I felt like I should stick close to megaton with all the new settings to see what it is like. It is really awesome so far!

I just hope that I can get the above issue resolved and then things are looking pretty good, all around!

Thanks again!
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Erika Ellsworth
 
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Post » Sat Apr 02, 2011 2:50 am

lever rifle is invisible (missing texture?).
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stacy hamilton
 
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Post » Fri Apr 01, 2011 11:19 pm

After reading the main page again, I think this might be the answer to the selected containers respawn question:

Renaming the "selected containers respawn" to "FWE_FO3_Wanderers_Edition.esm" as a placeholder for future .esm support as needed.


So, I don't think we need to use the selected containers respawn file if we are using the latter file.
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james kite
 
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Post » Fri Apr 01, 2011 2:02 pm

and I can no longer pick up my robco portable bed. once i lay it down, it only gives me the option to sleep.
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Marcin Tomkow
 
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Post » Fri Apr 01, 2011 3:08 pm

FOOK-Balance Changes.esp <--Is this correct to put here???

I think you should not use this esp, because FWE allready takes care of the game balance.



FWE_09_OPT_ExplosiveExplosives.esp

This mod is included in FWE. You no longer need this esp



Mart's Mutant Mod-Natural Selection?

This mod is included into FOIP_FWE_MMM.esp





EDIT 1: Do I need the MMM compatibility files e.g., MMM-FOOK.esp??? MMM-FWE.esp???

No, the FOIP patches take care of this.

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Shaylee Shaw
 
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Post » Fri Apr 01, 2011 5:46 pm

Thanks Impurity!

I have made those changes and have also (successfully, it seems) added the WMK esp and compatibility files (the WMK upgrades show up in Moira's shop).

However, I am still having my main issue of certain weapon and armor images not showing with the PipOs Error .26 [file not found].

If anyone can help me with this I would greatly appreciate it!

Cheers
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Milad Hajipour
 
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Post » Fri Apr 01, 2011 9:25 pm

However, I am still having my main issue of certain weapon and armor images not showing with the PipOs Error .26 [file not found].
Cheers


Is anyone else having this issue? I have to be honest that I haven't tested the current FOOK patch deeply yet. It sounds like the pip-boy icons are not installed in the right location, assuming of course the new weapons/armor even have them. If anyone else can look into this and check the error, that would be great :)
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Kay O'Hara
 
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Post » Fri Apr 01, 2011 5:13 pm

However, I am still having my main issue of certain weapon and armor images not showing with the PipOs Error .26 [file not found].
Cheers


Is anyone else having this issue? I have to be honest that I haven't tested the current FOOK patch deeply yet. It sounds like the pip-boy icons are not installed in the right location, assuming of course the new weapons/armor even have them. If anyone else can look into this and check the error, that would be great :)
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Cagla Cali
 
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Post » Fri Apr 01, 2011 9:19 pm

Thanks Mez, any preliminary ideas on which files I may need to move and to where?

I'm also still curious to know if I did the right thing by having the FOOK files overwrite the FWE files when I installed FOOK after FWE. I wasn't sure which way to go and if I messed up by having the FOOK files overwrite the FWE files then I would like to address it at the outset.

BTW I gave FWE a 10/10 rating on nexus. Amazing work!

Thanks!
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keri seymour
 
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Post » Sat Apr 02, 2011 12:52 am

Questions about the new FOOK compatibility patches:

1) Do we use MMM's MMM-FOOK or MMM-FWE patches any more or do your patches cover all those MMM related changes?
2) Which mod "wins" with your compatiblity patches as far as weapon damage/balance/tweaks, NPC changes, etc...FOOK balance or FWE balance?

Yes, and I have similar questions about the patches that haven't been answered yet. Plus is it really true that MMM Natural Selection is merged into the FOIP-MMM and FWE patch? And should we not use the FOOK - Balance Changes esp?
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Kelly Upshall
 
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Post » Sat Apr 02, 2011 3:20 am

Quick update - It might be a little bit longer before I get patches to update FOOK + WMK compatiblity. However, I looked at the situation briefly and nothing should "break" by using the new versions, although you won't be able to modify the big guns added by WMK. Apologies for that.

Yes, the compatiblity questions are becoming tricky . . .

I want to let you know that all of working on the bigger overhaul mods have been actively discussing how to best organize + deliver all the compatiblity patches. We've been discussing this under the "FOIP - Fallout Interoperability Program" topic, and are moving towards a clearer system for managing it all. For now:

1) Do we use MMM's MMM-FOOK or MMM-FWE patches any more or do your patches cover all those MMM related changes?


If you download the MMM optional files from the MMM nexus page, only use the "Mart's Mutant Mod - XFO + FOOK.esp" patch to achive MMM compatiblity. You STILL need to also load the "FOIP_FOOK_FWE.esp" patch for proper compatiblity with FOOK for things that MMM's patch doesn't touch.

2) Which mod "wins" with your compatiblity patches as far as weapon damage/balance/tweaks, NPC changes, etc...FOOK balance or FWE balance?


FOOK needs to load first, which means that FWE loads AFTER and takes priority. However, FOOK and FWE should not be too dis-similar in terms of balance. They are both based on the T3T's weapon tweaks, and FWE doesn't mess with NPC's, so FOOK's changes will generally stand. There are some mild issues + consistency problems to sort out with respect to FOOK, but nothing that's game breaking at the moment.

Hope this helps ?
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Matt Fletcher
 
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Post » Fri Apr 01, 2011 7:52 pm

Thanks Mez,

So:

1) I messed up with having the FOOK files overwrite the FWE files? If so, should I go back and reinstall everything?

2) I should sit tight on the weapon and armor images not showing up for now?
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Eibe Novy
 
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Post » Fri Apr 01, 2011 6:38 pm

Hmmmm...my question was related to using FWE + MMM + FOOK. You also have a FOIP_FOOK_FWE_MMM patch and a FOIP_FWE_MMM patch which you recommend to use along with the FOIP_FWE_FOOK patch, so my question is with those 2 MMM related patches do we still use any of the MMM related patches like MMM-FWE or MMM-FOOK or MMM-XFO + FOOK, OR do we just use your patches. Sorry if I am being dumb.

Also, I am not exactly sure what you mean by the repair lists needing to be updated, but it seems I am having a lot of trouble repairing even vanilla items...items that should be combinable to repair are blacked out. Hopefully this can be resolved soon.
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Marquis T
 
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