[RelZ] FWE - FO3 Wanderers Edition #4

Post » Sat Apr 02, 2011 3:39 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?

Fellout should be no problem as far as I know FWE doesn't change anything that Fellout does. The Backpack should be fine too (as kaoten said) as for removing all your mods before installing FWE...it depends on the mods you have...maybe post the list of mods you have so we can help you better :) you should be able to copy/paste right from FOMM ...you ARE using FOMM right?

TheDamned
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Mr. Ray
 
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Post » Sat Apr 02, 2011 12:55 am

Thanks the replies all.

1) I'm not sure if VATS takes the physical size of the target into account or not. It wasn't anything I've changed to my knowledge, so it's probably a hold over from Vanilla.

2) Yes, the new WMK compatibility patch works with energy weapons. Should be a release Friday

3) Jedidia
What I'd rahter have done for compatiblity is for you to make a compatiblity patch that just contains override records from Stimpacks and any of the other drugs that users load after FWE and/or your turn-based mod. Also, be aware that the drug effect time has been increased to 600 seconds (from like 60 by default) so that might be enough already? I don't know. If you need help sorting out a compatiblity patch, send me a PM and we'll work it out. Thanks,

4) There will be incompatibilites with Real Injuries, but I haven't actually pulled up the mod to check specificially. It might work fine loading it after FWE. Also, be aware that FritZ_FretZ has really done a lot of work to the FWE version of Primary Needs, and in many ways it isn't much like the original version at all anymore, the two realy forked on different development paths.

5) Fellout should work fine unless you use the optional "lessviewdistance" mod. If you do, which ever one loads last (i.e. lessviewdistance or fellout) will take priority over the other.

Cheers
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megan gleeson
 
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Post » Sat Apr 02, 2011 4:55 am

What I'd rahter have done for compatiblity is for you to make a compatiblity patch that just contains override records from Stimpacks and any of the other drugs that users load after FWE and/or your turn-based mod. Also, be aware that the drug effect time has been increased to 600 seconds (from like 60 by default) so that might be enough already? I don't know. If you need help sorting out a compatiblity patch, send me a PM and we'll work it out. Thanks,


I saw that the drug times where increased, but 7,5 minutes is what you need to take it out with 6 raiders when the terrain is interesting... It should be enough, I guess.

I COULD of course just put an override Stimpack in my esp, but that would ask for FTB being loaded after the loot module. No big deal, I'm just tweaking it currently so that load-order isn't of any importance anymore (since I only need to change global settings, and I can do that at runtime). But yes, it would probably be the most simple way to go, especially since FTB will then be compatible to any mods using such stimpacks. Will make it so.
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Joey Bel
 
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Post » Fri Apr 01, 2011 10:29 pm

Many thanks for the help guys, it's appreciated.

One more question though, what's the main differences between the 'RI Healing' in your pack, compared to 'Real Injuries'? I noticed they were made by the same
modder (K.Schenk).

And yes, I'm using FOMM, I don't think I'd be able to use any mods without it. Due to my noobness...

Right, I'll remove all my existing mods before I install FWE, then I'll install them again one by one to see how it works, and report back here. That said, chances are I might be perfectly happy with the pack as it is...

Thanks again folks.
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Manuel rivera
 
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Post » Sat Apr 02, 2011 6:04 am

Hi again Mez,

Maybe I'm just an idiot, but is there anywhere the version of mods that you have a compatability patch for is listed? ie: If I don't follow things for a month, then come back and see you have a compat patch for MMM, and that MMM is at version X, is there a way to tell whether your compat patch is for that version? (I ask because I may already have the latest version that your compat patch supports, and I wouldn't want to break things)
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Kelsey Hall
 
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Post » Fri Apr 01, 2011 5:49 pm

One more question though, what's the main differences between the 'RI Healing' in your pack, compared to 'Real Injuries'? I noticed they were made by the same modder (K.Schenk).


RI Healing was actually a really early version of Real Injuries before real injuries was expanded with a bunch of new features, an .esm file, etc. The ONLY think I took from Real Injuries was the aplified crippled effects changes.

Maybe I'm just an idiot, but is there anywhere the version of mods that you have a compatability patch for is listed? ie: If I don't follow things for a month, then come back and see you have a compat patch for MMM, and that MMM is at version X, is there a way to tell whether your compat patch is for that version? (I ask because I may already have the latest version that your compat patch supports, and I wouldn't want to break things)


Many of us modders are in the process os sorting out an easier system to help with compatiblity patches. On the FWE end of things, in the changelog I'll mention any updates to the compatiblity patches and what version they are compatiblity for. In the case of MMM, the current FWE release is for Beta3. However, if you swing over to the MMM page on nexus, one of the file downloads is an updated compatiblity patch for fWE that supports MMM beta4.
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Hayley O'Gara
 
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Post » Sat Apr 02, 2011 2:54 am

I recently acquired Jericho as a companion and couldn't seem to get him to use his unique assault rifle, no matter what I tried. I gave him 5.56mm ammo (does he need it?). I kept the ammo on me. He WOULD use a regular assault rifle when I gave him the ammo, but he picked the regular assault rifle over his own rifle. I am using FWE. I've never had Jericho as a companion before this, so I can't say for sure it is an issue with FWE or what. I am wondering if it has to do with followers in vanilla not needing ammo and maybe now they do, but something is wrong with Jericho?

Any help/confirmation on this would be greatly appreciated.

Cheers
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priscillaaa
 
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Post » Fri Apr 01, 2011 11:27 pm

Hi Mez,

I know it's been a while, but at one time you asked for screenshots of FWE characters to use to make a new FWE graphic. As I was working on some character screens to use as my desktop wallpaper, so I put one together for FWE as well. I've uploaded it to the FWE page at FO3Nexus but it appears that it's waiting for your approval before displaying. Hope you like it :)

Cheers!

FritZ
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Jose ordaz
 
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Post » Fri Apr 01, 2011 3:16 pm

I just wanted to say quickly that I am still having problems with Jericho's assault rifle today. He just won't use it for some reason, even when he has 5.56mm ammo on him. He will use a regular assault rifle that I give to him.

Also, I was wondering if the better companions mod is necessary to use? This modpack is supposed to make the game harder, right? But immortal companions doesn't make the game seem harder, it makes it seem much easier imo. Is it possible to not use this particular mod, but still use the rest?

Loving the modpack overall. Definitely makes the game waaay better than vanilla.

Cheers
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Multi Multi
 
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Post » Fri Apr 01, 2011 6:31 pm

I just wanted to say quickly that I am still having problems with Jericho's assault rifle today. He just won't use it for some reason, even when he has 5.56mm ammo on him. He will use a regular assault rifle that I give to him.

Also, I was wondering if the better companions mod is necessary to use? This modpack is supposed to make the game harder, right? But immortal companions doesn't make the game seem harder, it makes it seem much easier imo. Is it possible to not use this particular mod, but still use the rest?

Loving the modpack overall. Definitely makes the game waaay better than vanilla.

Cheers


Better companions will be a little hard to strip out . . . Sorry :(

I don't know why Jerico won't use his assault rifle. What other mods are you using? I've looked through the FWE modules and can't see what would be the problem. Anyone else have any suggestions?

Release shortly :)
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Tessa Mullins
 
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Post » Sat Apr 02, 2011 12:21 am

New version . . . please let me know of additional errors and suggestions. There are some things I haven't gotten to yet. Enjoy!

00. Recent Changes


Version 3.2a

- There has been a moderate re-naming and restructuring of the FWE modules. These adjustments should be compatible with existing save games. These changes include:
- Renaming the "selected containers respawn" to "FWE_FO3_Wanderers_Edition.esm" as a placeholder for future .esm support as needed.
- Renaming the compatibility patches to FOIP_mod1_mod2 as an early implementation of the Fallout Interoperability Program. More to come on that later.
- Consolidated + reorganized the various extra FWE modules + readme's into a "FWE_Resources" folder. Please delete previous FWE folders contained in your data folder.
- See installation instructions below for a reconfigured mod load order.
- Explosive Explosives "fixed" and fully integrated into the main FWE modules. Please REMOVE this optional mod if you were using it.

New Mods + Features

- Support for Martigen's Mutant Mod Beta4
- Updated FWE to support T3T's Weapon Tweaks version 2.1
- Added CALIBR support (version 7) into FWE
- Updated compatibility support for Weapon Mod Kits version 1.1.1
- Inclusion of an alternative "Classic Fallout Weapons.esp" that supports CALIBR and a number of other necessary adjustments. If using Classic Fallout Weapons, replace the included esp with the original. Note, there is still a FOIP_CFW_FWE patch that should be loaded after the main FWE modules.

Tweaks

- MMMF3 Hunting and Looting removed from compatibility patch . . . if you want to continue using this feature, use the "Mart's Mutant Mod - Hunting & Looting.esp" from the original MMM download.
- Primary Needs module updated by FritZ_FretZ and now REQUIRES FOSE. Some new features include a portable wondermeat maker and improved scripting and object control.
- Tweaked Classic Fallout Weapons a bit, including re-adding 7.62mm ammunition to leveled lists for use with the M60 and FN FAL weapons.
- Added ammo weight to ALL custom ammunition types added by CALIBR.
- Increased the radiation resistance bonus provided by normal and advanced radiation suits. The weight of these suits have been increased as well.

Bugs / Glitches

- Fixed an error in the backpedaling script repairing broken legs when it shouldn't.
- Various small fixes.
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daniel royle
 
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Post » Fri Apr 01, 2011 3:34 pm

New version . . . please let me know of additional errors and suggestions. There are some things I haven't gotten to yet. Enjoy!

00. Recent Changes


Version 3.2a

- There has been a moderate re-naming and restructuring of the FWE modules. These adjustments should be compatible with existing save games. These changes include:
- Renaming the "selected containers respawn" to "FWE_FO3_Wanderers_Edition.esm" as a placeholder for future .esm support as needed.
- Renaming the compatibility patches to FOIP_mod1_mod2 as an early implementation of the Fallout Interoperability Program. More to come on that later.
- Consolidated + reorganized the various extra FWE modules + readme's into a "FWE_Resources" folder. Please delete previous FWE folders contained in your data folder.
- See installation instructions below for a reconfigured mod load order.
- Explosive Explosives "fixed" and fully integrated into the main FWE modules. Please REMOVE this optional mod if you were using it.

New Mods + Features

- Updated FWE to support T3T's Weapon Tweaks version 2.1
- Added CALIBR support (version 7) into FWE
- Updated compatibility support for Weapon Mod Kits version 1.1.1
- Inclusion of an alternative "Classic Fallout Weapons.esp" that supports CALIBR and a number of other necessary adjustments. If using Classic Fallout Weapons, replace the included esp with the original. Note, there is still a FOIP_CFW_FWE patch that should be loaded after the main FWE modules.

Tweaks

- MMMF3 Hunting and Looting removed from compatibility patch . . . if you want to continue using this feature, use the "Mart's Mutant Mod - Hunting & Looting.esp" from the original MMM download.
- Primary Needs module updated by FritZ_FretZ and now REQUIRES FOSE. Some new features include a portable wondermeat maker and improved scripting and object control.
- Tweaked Classic Fallout Weapons a bit, including re-adding 7.62mm ammunition to leveled lists for use with the M60 and FN FAL weapons.
- Added ammo weight to ALL custom ammunition types added by CALIBR.
- Increased the radiation resistance bonus provided by normal and advanced radiation suits. The weight of these suits have been increased as well.

Bugs / Glitches

- Fixed an error in the backpedaling script repairing broken legs when it shouldn't.
- Various small fixes.

is this mmmb4 compatible?
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Kira! :)))
 
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Post » Fri Apr 01, 2011 4:38 pm

is this mmmb4 compatible?


Yeup! Updated the changelog! Forgot to mention that.
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Laura Mclean
 
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Post » Sat Apr 02, 2011 3:03 am

I just wanted to say quickly that I am still having problems with Jericho's assault rifle today. He just won't use it for some reason, even when he has 5.56mm ammo on him. He will use a regular assault rifle that I give to him.

Also, I was wondering if the better companions mod is necessary to use? This modpack is supposed to make the game harder, right? But immortal companions doesn't make the game seem harder, it makes it seem much easier imo. Is it possible to not use this particular mod, but still use the rest?

Loving the modpack overall. Definitely makes the game waaay better than vanilla.

Cheers


I am just taking a shot in the dark here about Jericho but his AR doesn't use 5.56mm ammo. It uses 5.56mmROBOTammo. Maybe that has something to do with it. Does he still have his ammo on him? Or.... many mods change the DPS of weapons (FWE does I believe)... maybe Jericho's rifle has a lower dps than the regular AR? If you give him a 10mm pistol with ammo, does he use that instead of his own AR?
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alyssa ALYSSA
 
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Post » Fri Apr 01, 2011 9:17 pm

I am just taking a shot in the dark here about Jericho but his AR doesn't use 5.56mm ammo. It uses 5.56mmROBOTammo. Maybe that has something to do with it. Does he still have his ammo on him? Or.... many mods change the DPS of weapons (FWE does I believe)... maybe Jericho's rifle has a lower dps than the regular AR? If you give him a 10mm pistol with ammo, does he use that instead of his own AR?



Yes, he will use whatever other gun w/ammo that I give him instead of his own. He doesn't have any of "his" ammo on him. Where can I find 5.56mmROBOT ammo???
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JaNnatul Naimah
 
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Post » Fri Apr 01, 2011 3:29 pm

Better companions will be a little hard to strip out . . . Sorry :(

I don't know why Jerico won't use his assault rifle. What other mods are you using? I've looked through the FWE modules and can't see what would be the problem. Anyone else have any suggestions?

Release shortly :)



The only other mod I am using is the hairpack one.

I couldn't get two files from FWE to work, so maybe that has something to do with it. They are:

T3T-WeapTweak_WMK_compat.esp
FWE_10_COMP_ClassicalFalloutWeap...

When I try to launch it with these two files, it just crashes at startup and won't work. Any advice on this issue as well would be appreciated.

Cheers
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Yung Prince
 
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Post » Fri Apr 01, 2011 5:28 pm

The only other mod I am using is the hairpack one.

I couldn't get two files from FWE to work, so maybe that has something to do with it. They are:

T3T-WeapTweak_WMK_compat.esp
FWE_10_COMP_ClassicalFalloutWeap...

When I try to launch it with these two files, it just crashes at startup and won't work. Any advice on this issue as well would be appreciated.

Cheers


Don't use those two modules. See the new version 3.2a install mod list for what you should be using.

The robot ammunication (5.56) is what makes follow ammo unlimited (I believe). All of Jerico's equipment appears to be normal except for a few stat adjustments. Can anyone else confim this error? I'll look into it futher.
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Tyrone Haywood
 
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Post » Sat Apr 02, 2011 2:43 am

Hmmmm...I take it that the FOOK compatibility didn't make it into this relz? I know MMM has a MMM+FOOK+FWE module but that patch apparently only makes NPC/creature changes compatible...in other words MMM compatible with FOOK and compatible with FWE, but doesn't make FOOK and FWE play well together. Any plans for this anytime soon? I'm looking forward to trying this mod but really don't want to lose FOOK.
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Jessie
 
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Post » Fri Apr 01, 2011 5:42 pm

Hmmmm...I take it that the FOOK compatibility didn't make it into this relz? I know MMM has a MMM+FOOK+FWE module but that patch apparently only makes NPC/creature changes compatible...in other words MMM compatible with FOOK and compatible with FWE, but doesn't make FOOK and FWE play well together. Any plans for this anytime soon? I'm looking forward to trying this mod but really don't want to lose FOOK.


I looked at getting an FWE + FOOK patch together, and it's pretty much a nightmare. Apparently, there is a FO3Gecko utility in the works, that can merge leveled lists, and that would be a helpful step. The issue though is that FWE touches a similar range of items as just about all of FOOK, weapon / armor balance, repair lists, leveled lists, NPC's/Creatures, vendors, etc... I'll look into it some more, but it's going to be an ugly process unfortunetly.
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Ricky Meehan
 
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Post » Fri Apr 01, 2011 11:13 pm

Oh . . .

I'm considering putting all of the FWE assets into a FWE.bsa file. Are there any problems with creating and using .bsa files that I should be aware of?

Thanks.
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Cash n Class
 
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Post » Fri Apr 01, 2011 5:47 pm

I'm a little confused about 3.2a:

- You say you include an alternate version of classic fallout weapons. This isn't on the recommended mods list... will it alter game balance? Or does your compat patch make it fit nicely into your view of how the game should play?

- If I did grab classic fallout weapons, its unclear what you mean by

- Inclusion of an alternative "Classic Fallout Weapons.esp" that supports CALIBR and a number of other necessary adjustments. If using Classic Fallout Weapons, replace the included esp with the original. Note, there is still a FOIP_CFW_FWE patch that should be loaded after the main FWE modules.


Which is "the included" vs "the original" you refer to? Replace the one included in FWE, or the one included in CFW with the original one from ???

Why is CALIBR needed in your mod? I didn't see anything about new ammo types in the description of the various modules...

Sorry to keep asking a bunch of stupid questions, I'll stop soon :)
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trisha punch
 
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Post » Fri Apr 01, 2011 5:31 pm

I'm a little confused about 3.2a:

- You say you include an alternate version of classic fallout weapons. This isn't on the recommended mods list... will it alter game balance? Or does your compat patch make it fit nicely into your view of how the game should play?

- If I did grab classic fallout weapons, its unclear what you mean by


Which is "the included" vs "the original" you refer to? Replace the one included in FWE, or the one included in CFW with the original one from ???

Why is CALIBR needed in your mod? I didn't see anything about new ammo types in the description of the various modules...

Sorry to keep asking a bunch of stupid questions, I'll stop soon :)


No problem . . . I'll explain:

1) Classic Fallout Weapons (CFW) adds some new weapons to the game, and it does not alter the balance too much. CFW is a nice tight package and it fit in well with FWE. As for installing CFW, install it as normal, and then overrite the "Classic Fallout Weapons BETA.esp" from the CFW download with the one from the FWE archive.

2) CALIBR support is needed because I'm trying to increase compatiblity options with other mods, and in the future make it easier to work with mods like FOOK. I've customized the CALIBR ammo types to have weight per the ammo weight mod in FWE. In addition, CFW adds new weapons thtat use the new ammo types and it has been altered to rely on CALIBR.

Hope that helps.
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KRistina Karlsson
 
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Post » Sat Apr 02, 2011 6:15 am

Is the internal load order actually necessary (loading FWE_00_QUEST.esp before FWE_01_COMBAT.esp etc)? It seems to me like they aren't modifying the same things anyway.
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Trevi
 
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Post » Fri Apr 01, 2011 10:07 pm

Ok, downloaded FWE yesterday (not today's version), and it works fine.
Except for the Portable stuff, owen, distillery, bed, etc... All I get in the PIPBOY inventory is a 'Error... can't find files' (or something along those lines).
This also happens in the barter/trade-menu...

The only mod I'm using right now is FWE... Except for Fallout3.esm on top of the loadorder. Any idea what's wrong?

I might add that I've played through the Super Duper quest on Moira's behalf...

Other than that I really like the mod so far.
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Andrew Lang
 
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Post » Fri Apr 01, 2011 5:35 pm

This is very annoying. When I launch FOSE from FOMM the game loads, the screen comes up, and the powerarmor guy shows up, but no menu. No "new game, load" etc. Whats going on? I worked at least two hours to install this all correctly, and now its not working. Very annoying. Please help me out.


Fallout3.esm
Mart's Mutant Mod.esm
FWE_FO3_Wanderers_Edition.esm
Anchorage.esm
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_PrimaryNeeds_MMM_full.esp
Owned!.esp
WeaponModKits.esp
Repair Rethought.esp
FOIP_FWE_WMK.esp
FOIP_FWE_MMM.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Hunting & Looting.esp

Total active plugins: 23
Total plugins: 42
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Javaun Thompson
 
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