[RelZ] FWE - FO3 Wanderers Edition #4

Post » Fri Apr 01, 2011 5:47 pm

Mezmorelda,

What do I do with the (1) "T3T_WMK" and (2) "CFW_mez_tweaks_compatibility" files?

Do I replace the regular CFW esp with (2) and where in the load list does (1) go?

Oh and do I need to have "CALIBR" loaded now?
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RaeAnne
 
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Post » Fri Apr 01, 2011 6:59 pm

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
I said you can't reliably do it. But that's not altogether true.

From my experience, if you're using light armour, not carrying much, and not sneak-running, you can cross LOS at about 150 yards during daytime, or 50 yards during night time. That's with a Sneak skill of at least 75 or using a Stealthboy. But if you get closer than that, you can't reliably move in something's LOS. You might get lucky sometimes, but don't count on it. I've managed to sneak past a Mirelurk at less than 10ft while it was looking my way, so it's not like it can't happen. It just doesn't work very often.

I disagree it's stupid. I have no trouble at all spotting my avatar when using a Stealthboy. I might if the wee thing was partly obscured behind something, in the dark, at 30 yards. But any closer than that and you'd have to be blind not to spot something like that.

What is kind of stupid, is that you can walk into the back of someone while lugging around a minigun, armour and a backpack full of junk, without them noticing. And with a sneak skill of 75+, there's virtually no chance you'll be spotted if you do just that.
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Irmacuba
 
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Post » Fri Apr 01, 2011 2:57 pm

I said you can't reliably do it. But that's not altogether true.

From my experience, if you're using light armour, not carrying much, and not sneak-running, you can cross LOS at about 150 yards during daytime, or 50 yards during night time. That's with a Sneak skill of at least 75 or using a Stealthboy. But if you get closer than that, you can't reliably move in something's LOS. You might get lucky sometimes, but don't count on it. I've managed to sneak past a Mirelurk at less than 10ft while it was looking my way, so it's not like it can't happen. It just doesn't work very often.

I disagree it's stupid. I have no trouble at all spotting my avatar when using a Stealthboy. I might if the wee thing was partly obscured behind something, in the dark, at 30 yards. But any closer than that and you'd have to be blind not to spot something like that.

What is kind of stupid, is that you can walk into the back of someone while lugging around a minigun, armour and a backpack full of junk, without them noticing. And with a sneak skill of 75+, there's virtually no chance you'll be spotted if you do just that.

sounds like sneak is a hit or a miss...I tried the XFO sneak re-balance and an interesting scene played out at a raider camp

saw about 5 raiders all looking in the same direction with their backs to me.
Pulled out my silence 10mm and aimed at the raider closest to me (furthest from the other raiders)
activated my stealthboy
took aim at his head (difficulty was on very easy to ensure 1-hit kill)
shot him dead and as soon as I did every other raider immediately turned around and started shooting at me.

Now I don't expect them to ignore a body hitting the ground behind them, but for them to immediately turn around, know exactly where I am, and to shoot the second they made their 180...kinda stupid, especially since I was "invisible" and using a silenced weapon.
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Naughty not Nice
 
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Post » Sat Apr 02, 2011 6:09 am

sounds like sneak is a hit or a miss...I tried the XFO sneak re-balance and an interesting scene played out at a raider camp
FWE uses XFO's 'hard' sneaking changes.

Now I don't expect them to ignore a body hitting the ground behind them, but for them to immediately turn around, know exactly where I am, and to shoot the second they made their 180...kinda stupid, especially since I was "invisible" and using a silenced weapon.
I think that's a bug of some sort. If you're using a stealthy character with a good sneak skill and you approach your targets in a sensible manner, you usually have 2-5 seconds to get back under cover before they locate you. But there's like a 10% chance they'll gun you down the instant you fire your weapon. It's the strategy of choice for my main, so I've done exactly what you described many, many times (without the Stealthboy obviously).

Just hit F5 before you take a shot. If it goes horribly wrong, reload. It'll work on your second attempt, even if you do the exact same things (which is why I think it's some sort of bug).
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Your Mum
 
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Post » Fri Apr 01, 2011 2:04 pm

Mezmorelda,

What do I do with the (1) "T3T_WMK" and (2) "CFW_mez_tweaks_compatibility" files?

Do I replace the regular CFW esp with (2) and where in the load list does (1) go?

Oh and do I need to have "CALIBR" loaded now?


Don't use them :) They are files I'm distributuing to others to assist with some compatibility updates. No no, you don't need CALIBR right now, that will be required for the next FWE release.

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.


I believe the SNEAK records are MSG (message) entries in the IMMERSION module. I can't check right now, but if you download XFO and look at the no sneak message .esp, you should see the records you would need to delete from the immersion module to re-enable sneak messages.

Sneaking is definitly harder now, and as mentioned there are few circumstances when you can cross an enemies LOS and not get detected. I generally find through, that even with a sneak skill below 50, if you move slowly and stop moving when they turn to face your direction you can remain undetected. Use your radar too. when the enemies start moving around faster on the radar they've gone into alert (or combat) mode and are actively searching for you, so try and hide in the shadows and don't move again. It's tricky, and having not played Fallout normally I can understand it's difficult :)
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Vicki Blondie
 
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Post » Sat Apr 02, 2011 12:30 am

Hi,

First off, I want to say excellent job. The latest bethesda patch got me running without any crashes at all so far (about 4 hours of playing). I love your mod. I'm using it with all the recommended mods, and it gives the game a very challenging overhaul. I love it.

Secondly, I wanted to say I wasn't sure about using the primary needs mod, but I love that too. Now, instead of thinking "Oh, I'm hurt, better eat a bit. Or drink a bit. Or sleep a bit," I think more about how long my food and water has to last me, and maybe I should wait until I'm hungry. Or sleepy. It gives the game more realism for me than just having to eat and drink-- I feel it makes me think more like somebody actually would. ie: I can't just sleep for a week while this vendor restocks, I would go through so much food, and I'm poor! (Or, the amount of radiation I'd sustain feeding myself for a week isn't worth waiting for the next caravan to arrive. I better go do something worthwhile so I'll have money to pay the doctor to fix my rads)

That said, I have a couple questions about the primary needs mod which I couldn't find answers to in the readme for it:
1) Was it intentional that natural water sources do not heal, but food and bottled water still do? Note that you can drink water from a bottle, then just refill the bottle from a source that doesn't heal, and then the bottle will heal. Seems silly to add the extra step of filling the bottle if you want it to heal you at all... (I'm playing with the default configuration settings for primary needs)
2) I can't seem to find the sleeping bag for sale... is it not always on a vendors sale list? I've looked so far just at craterside supply in megaton. Not having a sleeping bag makes it hard to wander far from town...

Also, a question about the immersion mod removing karma messages: Is it supposed to emit a message box in the upper left that says something like 'tlp;' or something like that? I've noticed it pops up if I steal something

EDIT: Yet another question: I noticed in the readme you have up in the OP, that the weapon mods values have been altered. I found some extended clip mods, and they are listed as having a 350 cap value... did you alter the values again (to differ from what is in the readme), or am I loading things in the wrong order?

Thanks!
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The Time Car
 
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Post » Sat Apr 02, 2011 3:38 am

Hi,

First off, I want to say excellent job. The latest bethesda patch got me running without any crashes at all so far (about 4 hours of playing). I love your mod. I'm using it with all the recommended mods, and it gives the game a very challenging overhaul. I love it.

Secondly, I wanted to say I wasn't sure about using the primary needs mod, but I love that too. Now, instead of thinking "Oh, I'm hurt, better eat a bit. Or drink a bit. Or sleep a bit," I think more about how long my food and water has to last me, and maybe I should wait until I'm hungry. Or sleepy. It gives the game more realism for me than just having to eat and drink-- I feel it makes me think more like somebody actually would. ie: I can't just sleep for a week while this vendor restocks, I would go through so much food, and I'm poor! (Or, the amount of radiation I'd sustain feeding myself for a week isn't worth waiting for the next caravan to arrive. I better go do something worthwhile so I'll have money to pay the doctor to fix my rads)

That said, I have a couple questions about the primary needs mod which I couldn't find answers to in the readme for it:
1) Was it intentional that natural water sources do not heal, but food and bottled water still do? Note that you can drink water from a bottle, then just refill the bottle from a source that doesn't heal, and then the bottle will heal. Seems silly to add the extra step of filling the bottle if you want it to heal you at all... (I'm playing with the default configuration settings for primary needs)
2) I can't seem to find the sleeping bag for sale... is it not always on a vendors sale list? I've looked so far just at craterside supply in megaton. Not having a sleeping bag makes it hard to wander far from town...

Also, a question about the immersion mod removing karma messages: Is it supposed to emit a message box in the upper left that says something like 'tlp;' or something like that? I've noticed it pops up if I steal something

EDIT: Yet another question: I noticed in the readme you have up in the OP, that the weapon mods values have been altered. I found some extended clip mods, and they are listed as having a 350 cap value... did you alter the values again (to differ from what is in the readme), or am I loading things in the wrong order?

Thanks!


Thanks for the reply! Regarding water healing, it depends on what settings you use for primary needs. Under the vanilla setting for water, you do get healed, under the other option water doesn't heal. The original author had intended to use the non-healing version, and removed that from the water source. It might be tricky to revert that, so until then its a little odd :)

Sleeping Bag . . . sometimes it doesn't appear all the time. I've noticed that before myself. You can try to remove the primary needs mod, save, and then re-enable it and see if it appears again. I'm not sure why it isn't appearing all the time, it should. I'll look into it more.

The karma message pop up is hardcoded, and I have no idea why the "tlp" thing popus up, it shoudl just be blank!

Lastly, I didn't alter the values of the mod kits themselves, just the value of modded weapons.

Cheers!
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^~LIL B0NE5~^
 
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Post » Fri Apr 01, 2011 2:35 pm

Thanks for the reply! Regarding water healing, it depends on what settings you use for primary needs. Under the vanilla setting for water, you do get healed, under the other option water doesn't heal. The original author had intended to use the non-healing version, and removed that from the water source. It might be tricky to revert that, so until then its a little odd :)


So your intention is for all water to heal? (I was wondering whether I would have a much easier time than you had intended if I filled bottles to drink from instead of drinking straight from the source, or whether you actually did intend for it to heal).

I'm about to start a new game anyway... so there is some setting in the RI config thing that will put healing back onto all natural water sources? Or is that the same setting for thirst, so if I enable it, I will have no thirst effect from it? (I don't have the primary needs readme with me, but I did look at it... all the settings were not described (ie: there were 2 extra sleep settings, and I think maybe a couple other undescribed settings).

Sleeping Bag . . . sometimes it doesn't appear all the time. I've noticed that before myself. You can try to remove the primary needs mod, save, and then re-enable it and see if it appears again. I'm not sure why it isn't appearing all the time, it should. I'll look into it more.


I thought removing a mod a save depended on would make that save unloadable? Do I just uncheck the esp in FOMM and load, and that should work?

The karma message pop up is hardcoded, and I have no idea why the "tlp" thing popus up, it shoudl just be blank!


Anything I can do about it? Anyone else seeing this at all?

Lastly, I didn't alter the values of the mod kits themselves, just the value of modded weapons.

Cheers!



Thanks for the responses!
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Peetay
 
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Post » Fri Apr 01, 2011 6:09 pm

Thanks for all the replies.

Having a better understanding of how stealth works now, I'm going to see if I can get the hang of it before digging through the .esp again. I did see those message entries you were referring to but didn't know how to edit the values properly but it looks like simply deleting them might do the trick.

The work that has gone into these mods is very impressive. I'm definitely looking forward to really checking them out. Thanks again all.
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WYatt REed
 
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Post » Sat Apr 02, 2011 5:31 am

Anything I can do about it? Anyone else seeing this at all?




Thanks for the responses!

yes i get that message s too with karma increase or decrease.
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lolli
 
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Post » Fri Apr 01, 2011 2:48 pm

I'm about to start a new game anyway... so there is some setting in the RI config thing that will put healing back onto all natural water sources? Or is that the same setting for thirst, so if I enable it, I will have no thirst effect from it? (I don't have the primary needs readme with me, but I did look at it... all the settings were not described (ie: there were 2 extra sleep settings, and I think maybe a couple other undescribed settings).
First, I'm pretty sure a good deal of the rads from consumables comes from another mod, so keep that in mind. But... RI - Primary Needs should offer 3 settings; 'nilla effects (healing water), RI effects (no healing water), and 'nilla effects + no thirst. In my game bottled water (etc) doesn't show any +X HP value when I examine them, but I have to admit I probably wouldn't have noticed if it healed me anyway.

I thought removing a mod a save depended on would make that save unloadable? Do I just uncheck the esp in FOMM and load, and that should work?
No idea, but I'd suggest you drop everything RI alters from you inventory and back up your save.

Anything I can do about it? Anyone else seeing this at all?
In reverse order: yes it happened to me too, and yes you can do something about it. Download the stand-alone version of Reneer's Invisible Karma mod and load it after FWE. At least, that works for me :D

EDIT: speaking of RI - Primary Needs, is there any chance you'll make it possible to batch-cook/purify stuff? I love the idea, but the current implementation involves a painful lot of waiting around.
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maya papps
 
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Post » Fri Apr 01, 2011 3:09 pm

No food or water heals me, only stimpacks, sleep and doctors. Didn't change any settings in Primary Needs, figured it was as intended. (It's harder, but I like it, usually below 50% life unless I just slept for 8 hours.)

Also, after looking at F.O.O.K. a bit closer, the item compilation very impressive, more so than I'd have guessed at first glace. If there are plans for compatibility, I would definitely load it.
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Toby Green
 
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Post » Sat Apr 02, 2011 6:04 am

Martigen was kind enough to whip up a first draft of a cross-compatiblity patch for MMM - FWE - FOOK. I'd expect a release of FWE with a new version around Friday. Until then, you can check the Martigens Mutant Mod page on FO3 Nexus, and he has a download link to the FWE compatibility patches that should work with the current version of FWE.
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Rinceoir
 
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Post » Fri Apr 01, 2011 5:20 pm

Totally amazing modpack!!! Huge kudos here. I downloaded this and got it working yesterday and tried a few starts. Totally, totally awesome. And waaaaaay harder. I have had to literally run for my life a few times. Starting out as a refugee in the wasteland really does feel scary and life-threatening now. When I stumble across a pack of raiders now I don't think "Hmmm, free gear" anymore. Instead I think "oh...my...god...run!" Pure awesomeness!!!

If the next version really does integrate FOOK into it, I will definitely look into adding that as well as that is something else I had my eye on.

This modpack really changes FO3 into an incredible experience. Great job!
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Sophie Morrell
 
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Post » Sat Apr 02, 2011 2:27 am

This modpack really changes FO3 into an incredible experience. Great job!


Thanks, the positive (and constructive) feedback is what keeps me going :) I'm also going to look for developing compatiblity with FEV once its released and am looking forward to that release as well. :foodndrink:
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Alexandra Louise Taylor
 
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Post » Fri Apr 01, 2011 3:13 pm

Martigen was kind enough to whip up a first draft of a cross-compatiblity patch for MMM - FWE - FOOK. I'd expect a release of FWE with a new version around Friday. Until then, you can check the Martigens Mutant Mod page on FO3 Nexus, and he has a download link to the FWE compatibility patches that should work with the current version of FWE.

so if you use fwe3.1b and mmm1.0b4, do you still use the mmm patches that came with fwe3.1b, plus the fwe patch that comes with mmm1.0b4? and if so the fwe patch from mmm1.0b4 would load after all other fwe mods right?
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[Bounty][Ben]
 
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Post » Fri Apr 01, 2011 4:27 pm

Hmm, you raise an interesting point . . . let me attempt to disect that:

so if you use fwe3.1b and mmm1.0b4, do you still use the mmm patches that came with fwe3.1b


no don't use the old MMM patch (i.e. 06_SPAWNS_II_MMM_full)

plus the fwe patch that comes with mmm1.0b4


Only use the one from the MMM download page.

if so the fwe patch from mmm1.0b4 would load after all other fwe mods right


Right, but again, only use the FWE patch from MMM 1.0b4.

Also, Martigen suggests loading all the FWE modules BEFORE the MMM modules, then load the FWE - MMM patch at the end of both of them.
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Scarlet Devil
 
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Post » Fri Apr 01, 2011 9:18 pm

Hmm, you raise an interesting point . . . let me attempt to disect that:



no don't use the old MMM patch (i.e. 06_SPAWNS_II_MMM_full)



Only use the one from the MMM download page.



Right, but again, only use the FWE patch from MMM 1.0b4.

Also, Martigen suggests loading all the FWE modules BEFORE the MMM modules, then load the FWE - MMM patch at the end of both of them.

what about mmm primary needs patch that comes with fwe3.1b?
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Rachael Williams
 
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Post » Sat Apr 02, 2011 5:14 am

what about mmm primary needs patch that comes with fwe3.1b?


It will work fine :)
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FLYBOYLEAK
 
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Post » Fri Apr 01, 2011 2:45 pm

Hmm, you raise an interesting point . . . let me attempt to disect that:



no don't use the old MMM patch (i.e. 06_SPAWNS_II_MMM_full)



Only use the one from the MMM download page.



Right, but again, only use the FWE patch from MMM 1.0b4.

Also, Martigen suggests loading all the FWE modules BEFORE the MMM modules, then load the FWE - MMM patch at the end of both of them.


Your load order example shows loading FWE after MMM... which do you recommend? (ie: have you done your testing with MMM loaded before?)
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Arnold Wet
 
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Post » Sat Apr 02, 2011 3:19 am

I've noticed that VATS doesn't seem to take the size of the target into account when estimating percentages. Therefore if the head is slightly closer, it will often be easier to hit than the body, which is slightly retarded imo. I can't remember if it was like this in vanilla, guess it was though. Do you plan to change it?
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Avril Louise
 
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Post » Sat Apr 02, 2011 12:44 am

It looks like WMK has been updated to include energy weapons. Has the compatibility patch been updated accordingly?
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Connie Thomas
 
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Post » Fri Apr 01, 2011 11:10 pm

Hi Guys, I'm currently testing FWE together with finally turnbased, and I have to say the two mods together make a great experience. Very Falloutish indeed (finally!).

There is only one compatibility issue between them, which is the StimPacks that restore HP over time (which in FTB leads to an ongoing AP-drainage as long as the stimpack is in effect). The stimpack is found in the Item Loot 1 module, and it was barely an effort for me to take it out, however most users will not be as experienced whith such stuff. I want therefore to ask for permission to upload an altered version of the module (only this one), in which the stimpack is removed and the chem durations expanded a bit (since combat in turnbased mode takes a while longer) to grant the users full compatibility with FWE without much hassle
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STEVI INQUE
 
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Post » Sat Apr 02, 2011 6:26 am

Hi there Mez.

I posted this in my own topic, and I got some good advice there, amongst them, asking you more directly.

Should've thought of that myself, but I didn't...

Hope you don't mind me 're-asking' in your thread.

Anyhoo, here goes, I just copy-pasted this from my topic:

'I'd like to try out FWE. I read something about loadorder and stuff, but I'm still sorta noob regarding mods...

Thing is, I'd like to keep Real Injuries, Fellout (weather-mod-thingy) and my Black Wolf backpack while using FWE.

I've read the description on Nexus, but I'm still not sure how to pull this off. I like the idea of a package, as FWE is, but I know I'd miss the three mods mentioned above...

Any advice?'

Also, I saw 'Real Injuries healing' in your package, is that the same as just 'Real Injuries'?

Yeah, I know, I'm totally noob...

Edit; also, do you recommend me removing all my current mods, and then install your pack and take it from there?
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OJY
 
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Post » Sat Apr 02, 2011 5:19 am

Black Wolf backpack works with FWE.

Real Injuries isn't compatible with FWE. FWE combines bits of the RI mods with bits & pieces of other mods, in several of FWEs plugins. I doubt they can be made compatible without rewriting 3-4 or so of FWEs plugins. FWEs handling of injuries and healing isn't as flexible as RIs and isn't as brutal as RI can be, but you really ought to try before you decide. In my opinion, FWEs way of doing things plays incredibly well.

I don't know about Fellout, but why not try and see what happens?


As for your existing mods, texture replacers should be OK. New items should work, but will likely introduce game balance issues. Anything else is likely to conflict with FWE. Weapon Mod Kits, Classic Fallout Weapons and MMMF are compatible with FWE (discounting the odd bug), and FOOK sort-of is (but it'll change the way FWE plays somewhat). Whether you'll need to remove all your mods before installing FWE depends on the mods you use, but it's a good idea since it makes troubleshooting easier.
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Da Missz
 
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