[RelZ] FWE - FO3 Wanderers Edition #4

Post » Sat Apr 02, 2011 12:32 am

Sooo... I've been thinking about the BoS soldiers outside the GNR building after you mentioned them. I thought I'd check them out and see if there's something they do that was causing the problem. So I load up, run my ass out of the ruins and look at them. Crash. Start up, load, run out and look. Crash. Start up, load, run out and look. Crash. Too much of a fight to see what each one is doing. So I thought, maybe if I disable all the mutants, both the behemoth and the normal ones? Start up, load, run out, disable 'em all, look at the BoS... Crash. Start up, load, run out, disable them all, look at the BoS... looking at the BoS... keep track of the BoS... crash dam it... ... umm... something's wrong? Run around a bit, nothing. Loot something, nothing. Jump around, nothing. Save. Reload, run out, disable all normal mutants, kill the behemoth, go loot it, feel a little confused. Crash. Start up, load, walk 2 meters. Crash. Oh for christ sake!
Start up, load the working save. Talk to all BoS, loot everything, dike around to make sure no space-time irregularity is lying around. Run into the GNR building, save...

I keep hearing the math and physics I studied are complicated but this computer modding is some serious multi-dimensional, space-time altering stuff. Works now, but try it 1 second later, 1 meter to the left and it won't. If it doesn't work, drop it from the second floor and it will.
I dunno how you guys can get these things to work but somehow you do. I'll leave this event behind me and probably delete the save file in case it spreads to my computer hardware and cause some paranormal anomaly in my bedroom making the walls pink.

Anyway, sorry for taking up your time with this thing and don't come back with a solution but I'd really prefer not to check it out more :). Thanks for all the help though, all of you. And a special thanks Mezda for making this mod. 'Cept for a few small (and an odd big ;)) glitches it really makes Fallout 3 so much more fun to play :).

Thanks again
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Harinder Ghag
 
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Post » Fri Apr 01, 2011 8:49 pm

Hello!

I have some requests. First off though, thanks for all your work. I love the feel of the game now. Was a hardcoe XFO fan but now I think you've pipped it - I like the direction you're going in.

Please could you:

1. Add ammo weights to the ammo that comes with Classic Fallout Weapons, hereafter known as CFW. I tried myself, by editing the script, but for some reason it just doesn't recognise the new code. Probably because I have no clue what I'm doing.

2. Add an option to remove the scoped hunting rifle that comes with CFW and replace it with the hunting rifle (SC) that comes with Weapon Mods Kits (WMK). I did this before with an XFO based game using CFW and WMK, it's nice. I used FO3edit to copy the WMK version as an override into a new file, then changed the form id to the CFW version, and didn't change any references. It seems to work but not sure if it's a proper fix.

3. Integrate the levelled lists for CFW and WMK. Kind of did it myself when I did 2, but there were a few overrides rather than merges that spoilt the WMK npc weapon spawns and I'm not knowledgeable enough to do it myself.

That's pretty much it! Also, if you're interested, I made some pipboy icons for Classic Fallout Weapons and Vanilla weapons that you're welcome to bundle with FWE if you like the look of them. You can find them at http://www.fallout3nexus.com/downloads/file.php?id=3930
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Sharra Llenos
 
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Post » Sat Apr 02, 2011 12:53 am

Hello!

I have some requests. First off though, thanks for all your work. I love the feel of the game now. Was a hardcoe XFO fan but now I think you've pipped it - I like the direction you're going in.

Please could you:

1. Add ammo weights to the ammo that comes with Classic Fallout Weapons, hereafter known as CFW. I tried myself, by editing the script, but for some reason it just doesn't recognise the new code. Probably because I have no clue what I'm doing.

2. Add an option to remove the scoped hunting rifle that comes with CFW and replace it with the hunting rifle (SC) that comes with Weapon Mods Kits (WMK). I did this before with an XFO based game using CFW and WMK, it's nice. I used FO3edit to copy the WMK version as an override into a new file, then changed the form id to the CFW version, and didn't change any references. It seems to work but not sure if it's a proper fix.

3. Integrate the levelled lists for CFW and WMK. Kind of did it myself when I did 2, but there were a few overrides rather than merges that spoilt the WMK npc weapon spawns and I'm not knowledgeable enough to do it myself.

That's pretty much it! Also, if you're interested, I made some pipboy icons for Classic Fallout Weapons and Vanilla weapons that you're welcome to bundle with FWE if you like the look of them. You can find them at http://www.fallout3nexus.com/downloads/file.php?id=3930


Thanks for good tips. I'll look into getting ammo weight corrected. I think I'm going to make an alternate version of CALIBR to use with FWE that adds ammo weight. Should retain compatibility with CALIRB when I'm done.

Also, I removed all instances of the CFW hunting rifle from the leveled and vendor lists, so it shouldn't spawn anymore, and it doesn't touch the stock hunting rifle, so it should be good. Otherwise, I did integrate the CFW and WMK loot lists (along with the lists for rare ammo, etc....). So that's already done too. Let me know if it isn't working, but all should be functioning fine.

I'll look into the pip boy icons. Thanks!
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Veronica Flores
 
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Post » Fri Apr 01, 2011 7:33 pm

Thanks for good tips. I'll look into getting ammo weight corrected. I think I'm going to make an alternate version of CALIBR to use with FWE that adds ammo weight. Should retain compatibility with CALIRB when I'm done.

Also, I removed all instances of the CFW hunting rifle from the leveled and vendor lists, so it shouldn't spawn anymore, and it doesn't touch the stock hunting rifle, so it should be good. Otherwise, I did integrate the CFW and WMK loot lists (along with the lists for rare ammo, etc....). So that's already done too. Let me know if it isn't working, but all should be functioning fine.

I'll look into the pip boy icons. Thanks!


Hey - just downloaded the new t3t tweaks for wmk weapons and spent some time editing a merged esp that unites all the instances of the scoped hunting rifle so they all refer to one weapon.

I have another little request - it's really easy to do, I've already done it, but I think it would be a good standard feature. If in the ammunition name (not formID) you insert a 'square' symbol (a space), all the ammo is displayed right at the top of the list in barter and container menus. Makes ammo management and purchasing much easier. There's a mod that does this but is incompatible with FWE as it alters ammo entries, but it's so easy to integrate it's well worth it - http://www.fallout3nexus.com/downloads/file.php?id=263.

Any countdown on an update? Also, what mods do you personally use apart from your own FWE mods? Would be interested to know. And what mod projects are you most interested in integrating at the moment, or just interested in full stop? - you mentioned CALIBR, which is an excellent idea, but what else? Have you seen the CRAFT mod for example? And The Settler?
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Elina
 
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Post » Sat Apr 02, 2011 5:17 am

Also, noticed another thing - the explosive explosive esp intereres with the ammo weight display mod - the missile, for example, no longer displays or has weight.
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Cathrin Hummel
 
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Post » Fri Apr 01, 2011 8:14 pm

Also, noticed another thing - the explosive explosive esp intereres with the ammo weight display mod - the missile, for example, no longer displays or has weight.

The missile in the explosive explosives plugin has some sort of error. When opened in FO3Edit, clicking on that missile crashes the last version of FO3Edit and the current one shows an error message. http://files.filefront.com/13419567 I copied the entries as overrides into a new file, removed the originals, then copied them all back up and reloaded it afterward to check. No more error messages. Whatever that was probably had something to do with the missile weight.
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Charlotte Lloyd-Jones
 
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Post » Fri Apr 01, 2011 4:52 pm

I'm not sure when an update will be out, maybe towards the end of next week. I've been fixing a number of smaller issues but nothing game breaking at the moment. Thanks for the tips all on fixing explosive explosives. I'm not sure why it crashes FO3 edit, f you've fixed that, you're awesome :) I'll take a look at your file later. Thanks!

Also, what mods do you personally use apart from your own FWE mods? Would be interested to know. And what mod projects are you most interested in integrating at the moment, or just interested in full stop?


At the moment, I'm running FWE, CFW, WMK, MMM, RobcoCertified, Wasteland Whisperer and Owned. Then I have a few smaller texture replaces and various personal preference type of things. In other words, not much else other than what FWE has integrated or intended to be compatible with.

As for other projects, there really isn't anything specific on the radar. My intention with FWE is to focus on gameplay and mechanics. As fun as new quests and the like are, I'm just not wanting to "go there" with FWE. I also don't feel an overwhelming need to expand the number of items and what not. FOOK compatibility is something I'm looking into, but I have no real desire to integrate that into FWE at all. I think CRAFT looks good, and I'll probably look at integrating that just to make FWE compatible with more mods, same with CALIBR. I have a "wish list" of small tweaks I want to integrate that I can post later if people have any suggestions. I would like to incorporate XFO's playstyles once that get more refined, some good gameplay tweaks in there.

The one areas I haven't really dove into at all is companions (other than making them essential and fixing a few glitches). I'm not plannign on integrating a larger companion mod into FWE because people seem to have strong and different opinions on how they ought to be handled. If there are larger companion overhauls that I could look into making comptiblity fixes for, I'd love input on that.

That's all for now folks. Thanks
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Joie Perez
 
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Post » Fri Apr 01, 2011 6:42 pm

found a minor problem, when i break locks with frag mine and set timer to 30 seconds, it detonates immediately, any other setting or explosive is fine.
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Michelle Serenity Boss
 
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Post » Fri Apr 01, 2011 4:50 pm

found a minor problem, when i break locks with frag mine and set timer to 30 seconds, it detonates immediately, any other setting or explosive is fine.
Same happens at my end.

Another little thing: your Weapon Mod Kits Compatibility Patch has a problem with the Lever Rifle in the WMK. It works fine, but the 3rd person version of the rifle doesn't show up in-game, so Lever Rifle carrying enemies look like they're running around armed with big exclamation marks. It's not a great problem, but could you fix it, pretty please?
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Shannon Lockwood
 
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Post » Sat Apr 02, 2011 3:27 am

Also, in the T3T WMK patch, one of the guns (think it's a silenced 10mm pistol), has a base damage of 1.
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Harinder Ghag
 
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Post » Sat Apr 02, 2011 1:00 am

found a minor problem, when i break locks with frag mine and set timer to 30 seconds, it detonates immediately, any other setting or explosive is fine.


Why would you try to do this, by the way? Does setting the fuse/timer to a longer duration decrease the chance that the explosive will detonate prematurely? I'm usually kind of impatient to get the explosives attempt over with, so I set the timer to about 5-10 seconds. For this reason, I usually save right before I set the charges...because the results can get...messy.
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Charleigh Anderson
 
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Post » Sat Apr 02, 2011 1:39 am

I just started a new game with FWE - had always played with XFO but wanted to try this one out. Also, I have been using the WMK mod and love it.

WMK just updated the mod to accept modifications to energy weapons but I can't seem to modify them. I think it has to do with the FWE compatibility. Is this the case? If so, will you be making an adjustment soon?

Thanks.
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Madeleine Rose Walsh
 
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Post » Fri Apr 01, 2011 8:32 pm

Why would you try to do this, by the way? Does setting the fuse/timer to a longer duration decrease the chance that the explosive will detonate prematurely? I'm usually kind of impatient to get the explosives attempt over with, so I set the timer to about 5-10 seconds. For this reason, I usually save right before I set the charges...because the results can get...messy.

you can set it as a trap for monsters and lure them to the area
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Silencio
 
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Post » Sat Apr 02, 2011 1:49 am

you can set it as a trap for monsters and lure them to the area


Cool. Though, I have to wonder, with the generally increased lethality of monsters, what you try this on. I found that anything tougher than a raider, even with a character in winterized T51B and 60% damage reduction, I have to pretty much kill as fast as possible while taking as few hits as possible. I don't have time to let monsters see me and come running close, and it seems like it would be pretty tough to time the frag mine to go off at the right moment.

Also, if you have "explosive explosives" running, you can just drop a frag mine on the ground and shoot it when the monsters get close. Or just set it.
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joannARRGH
 
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Post » Fri Apr 01, 2011 3:57 pm

A new version of WMK is out (adds mods for Energy Weapons). I'm wondering if you're going to release an update to the compatability mod soon, or with your next big release?
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Robert Jr
 
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Post » Fri Apr 01, 2011 11:45 pm

Hi all,

Got a number of things that are in the works. The next update is moderate amount of work (on my end) but there won't be much to show in terms of new features and the like. Compatibility with the new WMK version is a big-ish task due to needing to update all the new energy weapon stats. I'm going to be build in CALIBR support and CRAFT support as well, but those are not too time consuming. There may also be some re-organizing and streamlining of the various FWE modules. We'll see where we get with that.
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Brittany Abner
 
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Post » Fri Apr 01, 2011 11:43 pm

FYI, I've been taking a break from FO3, including modding. I do check in every once in a while to see if the FOSE people have resolved the problem that concerns my workbench mod. But not doing anything new until then.
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Schel[Anne]FTL
 
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Post » Fri Apr 01, 2011 3:19 pm

Quick question here - the girl in the shop in Megaton is selling .50 bullets but no weapon to go with them. Is there a .50 cal rifle in FWE?
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Katy Hogben
 
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Post » Fri Apr 01, 2011 11:02 pm

FYI, I've been taking a break from FO3, including modding. I do check in every once in a while to see if the FOSE people have resolved the problem that concerns my workbench mod. But not doing anything new until then.


Haldur, thanks for dropping by. I'm working with Hindsight (the author of CRAFT) to see if there is a way to get craft and your workbench (version 1 for now) to work together. I don't suppose you have any interest in looking at CRAFT and seeing how it works? I tried uncessufully for a while last night. CRAFT turns the workbench into a Talk Activator, which I'm assuming since it's a new base object is not being properly referenced by your workbench script, but I don't know enough about scripting to fix it. Any thoughts? Thanks!

Quick question here - the girl in the shop in Megaton is selling .50 bullets but no weapon to go with them. Is there a .50 cal rifle in FWE?


Are you running any other mods? .50 calibur ammunition doesn't exist in any of the FWE modules or compatible mods that I know of. Thanks
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Mel E
 
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Post » Sat Apr 02, 2011 5:40 am

edit: ignore me, I can't read.
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Beulah Bell
 
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Post » Sat Apr 02, 2011 2:23 am

http://www.gamesas.com/bgsforums/index.php?showtopic=964743

Seems maritgan has XFO, FOOK, and MMM working together now, patch link in the thread, if you were considering an FWE patch, figure it might help
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Sammie LM
 
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Post » Sat Apr 02, 2011 5:19 am

It appears that jhericos gun takes 556 ammo... not 5.66 or waht ever...
Hes not able to fire it :/...
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JAY
 
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Post » Sat Apr 02, 2011 5:36 am

Hi all,

Was just wondering if it's a relatively simply matter of re-enabling stealth messages. Being new to the game, I'm not having any luck at all using stealth. I tried searching for the answer and opening the Immersion.esp and looking through there but I just am not seeing the solution.

Any help is greatly appreciated.
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sam
 
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Post » Sat Apr 02, 2011 2:44 am

I can't help you with the HUD messages, but I can give you a couple of FWE sneaking tips:

With a sneak skill of about 25, you can hide within perception range of an enemy.
With 50 you can sneak within perfection range of an enemy, even run-sneak if you don't get too close.
With 75+ you can start playing cut-purse, and have some chance of remaining unseen if you remain perfectly still when an enemy gets you in its line of sight.
It's not possible to reliably sneak through an enemy's line of sight with FWE, no matter how high you skill is and/or whether you're using a Stealthboy.

Basically, sneaking is hard. But on the up-side, I think the only thing you can't insta-kill with a sneak attack is Behemoths.
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Britney Lopez
 
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Post » Sat Apr 02, 2011 4:31 am

I can't help you with the HUD messages, but I can give you a couple of FWE sneaking tips:

With a sneak skill of about 25, you can hide within perception range of an enemy.
With 50 you can sneak within perfection range of an enemy, even run-sneak if you don't get too close.
With 75+ you can start playing cut-purse, and have some chance of remaining unseen if you remain perfectly still when an enemy gets you in its line of sight.
It's not possible to reliably sneak through an enemy's line of sight with FWE, no matter how high you skill is and/or whether you're using a Stealthboy.

Basically, sneaking is hard. But on the up-side, I think the only thing you can't insta-kill with a sneak attack is Behemoths.

sounds kinda stupid :( I mean you're next to invisible...you should at least be able to cross through LoS without being detected if you're using a StealthBoy
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Philip Rua
 
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