[RelZ] FWE - FO3 Wanderers Edition #6

Post » Mon Aug 31, 2009 7:45 am

In other news my basemant flooded last night, putting me into "crisis" mode for a while. I'm also going to be stupidly busy with some projects this weekend. What does this mean? I don't think the patch will be out this week. However, FritZ_FretZ and I have been discussing a more comprehensive weapon rebalance, and have made some moves towards getting that tackled. Initially, we were going to hold off on releasing any of those changes in the next version, but given the delay we might be able to get that stuff done and rolled together in the next release, hopefully next week. We'll see!

Cheers,


I'm sorry to hear your basemant was flooded. We had that, too, a few years ago. Hope there wasn't too much mud in the flood (hey, that rhymes :bigsmile: ).

And you don't have to rush the next version. RL comes first. If it takes a few more days to have that weapon rebalance in it, I'm glad to wait.

At the moment, I'm testing http://www.fallout3nexus.com/downloads/file.php?id=5664, which gives Supermutants and Ghouls some of the player perks (like Finesse, Toughness and Nerd Rage). I'll have to play a bit more with the mod loaded to see if it alters difficulty. Looks very promising, though, and could solve my "too easy" issues...
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Cesar Gomez
 
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Post » Mon Aug 31, 2009 2:58 pm

Do I have to install files if they are not labeled as optional? Some of the mods I don't particularly want to install. For example do I have to use your MMM versions or can I use the original MMM files. Do I have to install the Increased spawns etc.?

Is RRR the newest version and is it compatible with the RRR OA and Pitt?
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Trista Jim
 
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Post » Mon Aug 31, 2009 10:49 am

Do I have to install files if they are not labeled as optional? Some of the mods I don't particularly want to install. For example do I have to use your MMM versions or can I use the original MMM files. Do I have to install the Increased spawns etc.?

Is RRR the newest version and is it compatible with the RRR OA and Pitt?


Anyone? Do I have to have the immersion mods? Etc?
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Charles Weber
 
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Post » Mon Aug 31, 2009 9:52 pm

You *shouldnt* need to, tho there may still be some dependencies and balance issues between modules.
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jodie
 
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Post » Mon Aug 31, 2009 4:21 pm

You *shouldnt* need to, tho there may still be some dependencies and balance issues between modules.


It's fine I actually think it will make the game better if I use all. Thanks for the info though.

EDIT: Is there anyway to get rid of the alternate start and still start in the vault or is that required? Can I still do the main quest?
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x a million...
 
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Post » Mon Aug 31, 2009 8:50 pm

:/
Been playing a char and wanted to make a new one...
No load order change.
New game...
Back to baby scene...
alternate start is once again not wroking:/

Fallout3.esm
CRAFT.esm
CALIBR.esm
ThePitt.esm
Anchorage.esm
FOOK.esm
Mart's Mutant Mod.esm
FWE_FO3_Wanderers_Edition.esm
HairPack.esm
Alternate Start - Roleplayers.esp
CRAFT - Activation Perk.esp
CALIBR Ammo Schematics - CRAFT.esp
Unofficial Fallout 3 Patch.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - The Pitt.esp
FOOK - Owned!.esp
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.esp
FWE_09_OPT_SkillBasedHackingPicking.esp
FWE_09_OPT_Bypass Module.esp
WeaponModKits - FOOK + FWE.esp
FWE Compatibility - FOOK.esp
WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - FOOK + FWE.esp
Mart's Mutant Mod - FWE (Primary Needs).esp
Mart's Mutant Mod - FOOK.esp
DarNifiedUIF3.esp
Fellout-Full.esp
hair_add_npc.esp
Phalanx-MainFollowerModule.esp

Total active plugins: 48
Total plugins: 63


Hope that helps
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Jordan Moreno
 
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Post » Mon Aug 31, 2009 8:11 pm

It's fine I actually think it will make the game better if I use all. Thanks for the info though.

EDIT: Is there anyway to get rid of the alternate start and still start in the vault or is that required? Can I still do the main quest?


You should be able to disable the FWE_00_Quest module. The only dependency I found is if you're using the FWE - FOOK compatibility patch, that relies on the quest module. You can always enable that and the quest module once you leave the vault.

Been playing a char and wanted to make a new one...
No load order change.
New game...
Back to baby scene...
alternate start is once again not wroking:/


Why are you running "Alternate Start - Roleplayers.esp" in addition to the FWE_00_Quest module? I'd try disabling that first of all. The only other conflict I could imagine would be the DLC or the unofficial patch . . . but I don't see how. Try starting your game with just FOOK, FWE, MMM, and WMK as a test. Oh, "WeaponModKits - FOOK + FWE.esp" should be loading after "WeaponModKits.esp." Try moving Darn'UI to the top of the .esp list as well just for good measure.
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natalie mccormick
 
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Post » Mon Aug 31, 2009 7:41 am

Why are you running "Alternate Start - Roleplayers.esp" in addition to the FWE_00_Quest module? I'd try disabling that first of all. The only other conflict I could imagine would be the DLC or the unofficial patch . . . but I don't see how. Try starting your game with just FOOK, FWE, MMM, and WMK as a test. Oh, "WeaponModKits - FOOK + FWE.esp" should be loading after "WeaponModKits.esp." Try moving Darn'UI to the top of the .esp list as well just for good measure.


Yeah i was running alternate start so i could get it going.
I neated up the load order.
It appears to be Phalanx that is the problem.

Should i run the game first without it?
Then once started, save it, quit, then enable phalanx?
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Glu Glu
 
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Post » Mon Aug 31, 2009 6:10 pm

Re-enabling it will probably work . . . but I don't know much about the phalanx mod. If the readme says you MUST start a new game for it to work, there might be problems. Glad to hear you accidentially stumbled into the Phalanx incompatiblity . . . I'll look into that when I get around to making a patch for it.
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Nikki Lawrence
 
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Post » Mon Aug 31, 2009 11:35 am

Phalanx haves several incompatibilities with FWE. Party due to oh followers integrated on FWE. Forcing you to load phalanx later than FWE as to not break it. It really does break horribly if you dont.
The second is a small modification to the CG00 quest. Which tarrant is working on moving to a less conflicting spot.
Third is a faction issue but it's minor and fixable.
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Melanie Steinberg
 
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Post » Mon Aug 31, 2009 6:08 am

I use the compatibility mod. The alternate start is fine I guess as long as I completed all the vault quests and can continue with the main quest with no problems.
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Harinder Ghag
 
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Post » Mon Aug 31, 2009 11:42 am

Soo, Hi everyone.

Looking to play a second time around with FWE installed.

While playing around a little, trying to develop my character, I realised that the cars and buses haven't had their health levels changed according to the new weapon damages (?)
I'd suggest increasing their health with about as many percent as the weapon damage is increased. I saw a couple of Outcasts blow up an entire carpark (supermutants included) with two laser rifle shots...

Also, I'm thinking of putting together a little mod that makes the bridge to Rivet City actually close after you. I'm also thinking of having the guard refuse to open if you have too low karma or something like that. It adds enough immersion for it to be worth it for me, just thought it might fit into a collection like this. I suspect anyone else could whip it up much quicker than me so I'm leaving the idea here for now.
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jasminε
 
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Post » Mon Aug 31, 2009 1:13 pm

Latest run through with 4.0c has been with FOOK installed also (hadn't used FOOK before that). Gotta say, CFW looks a bit more interesting now, and I really don't mean that as a slam to FOOK, it just feels like FOOK adds too much clutter (maybe that's after FWE makes it's adjustments, I dunno). If CFW gets integrated into FWE, I'll try it (obviously, duh), but the images on nexus make the textures look terrible. Are they better in game than on nexus, or are there any texture packs out there that touch this stuff?

As far as difficulty goes...

I can agree that accuracy just doesn't feel "right" in that low skill does just fine (in VATS especially), but overall, it keeps the game from being frustratingly hard in early levels. I can totally agree that VATS is too easily overused atm, and coupled with BT it seems to me that just decreasing the player's AP would have the best effect (with a couple tweaks to default BT) as perks, chems and equipment can remedy this for someone who just *needs* more AP.

I'm not unhappy with explosives as they are (except for grenades popping really soon, but as said above, this seems to be an issue with FOOK) but the damage could be toned down for lower explosives skill. Also, vehicles should be noticably harder to detonate, FWE is teaching me to fear cars! :P

The damage tweaks that Fritz explained make a lot of sense, too, and I'd be more than willing to wait a little longer for a tweaked CFW integrated version. I also agree with his idea that vendors should have substantially more ammo. Maybe make different vendors carry different ammo to avoid too much "one stop shopping", but they should have decent stock for what they do have. This would give players a bit more freedom to use the weapon they prefer, instead of having to carry a few different backup weapons because it's hard to find enough of one type of ammo. This would also lend to a better barter economy feel to the game (sell the ammo I did find to get the ammo I need).

As far as alternative starts, maybe add a setting that just sends the player to the normal vault start?

Also, I'd like to request maybe a couple choices on how much exp is needed to level? Separate esps would work great, but ultimately this isn't that big a deal. (If someone knows of a good alternative that won't interfere with any other FWE changes, I'd love to know about it since vanilla is too fast and FWE default feels just a bit too slow.)

Finally, I gotta say (again) that I really appreciate your hard work on this, Mez. I was truely disappointed with FO3 out of the box, but your work (and the work of all the modders combined to make this brilliant mod) has gone a really long way to make it well worth the 50 bucks. Thanks, man.
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jodie
 
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Post » Mon Aug 31, 2009 8:33 pm

Latest run through with 4.0c has been with FOOK installed also (hadn't used FOOK before that). Gotta say, CFW looks a bit more interesting now, and I really don't mean that as a slam to FOOK, it just feels like FOOK adds too much clutter (maybe that's after FWE makes it's adjustments, I dunno). If CFW gets integrated into FWE, I'll try it (obviously, duh), but the images on nexus make the textures look terrible. Are they better in game than on nexus, or are there any texture packs out there that touch this stuff?

As far as difficulty goes...

I can agree that accuracy just doesn't feel "right" in that low skill does just fine (in VATS especially), but overall, it keeps the game from being frustratingly hard in early levels. I can totally agree that VATS is too easily overused atm, and coupled with BT it seems to me that just decreasing the player's AP would have the best effect (with a couple tweaks to default BT) as perks, chems and equipment can remedy this for someone who just *needs* more AP.

I'm not unhappy with explosives as they are (except for grenades popping really soon, but as said above, this seems to be an issue with FOOK) but the damage could be toned down for lower explosives skill. Also, vehicles should be noticably harder to detonate, FWE is teaching me to fear cars! :P

The damage tweaks that Fritz explained make a lot of sense, too, and I'd be more than willing to wait a little longer for a tweaked CFW integrated version. I also agree with his idea that vendors should have substantially more ammo. Maybe make different vendors carry different ammo to avoid too much "one stop shopping", but they should have decent stock for what they do have. This would give players a bit more freedom to use the weapon they prefer, instead of having to carry a few different backup weapons because it's hard to find enough of one type of ammo. This would also lend to a better barter economy feel to the game (sell the ammo I did find to get the ammo I need).

As far as alternative starts, maybe add a setting that just sends the player to the normal vault start?

Also, I'd like to request maybe a couple choices on how much exp is needed to level? Separate esps would work great, but ultimately this isn't that big a deal. (If someone knows of a good alternative that won't interfere with any other FWE changes, I'd love to know about it since vanilla is too fast and FWE default feels just a bit too slow.)

Finally, I gotta say (again) that I really appreciate your hard work on this, Mez. I was truely disappointed with FO3 out of the box, but your work (and the work of all the modders combined to make this brilliant mod) has gone a really long way to make it well worth the 50 bucks. Thanks, man.


I definitely agree with the normal vault start option. You should also tie in all the Histories to the games main storyline. This can be done easily while still allowing the character to have an alternate start and be an enclave commander etc.

Here is a quick example...

After leaving Vault 101 in search of your father your quest for answers lands you in the infirmary at small Enclave outpost. While recovering from your injuries you hear rumors of a stranger who also escaped from Vault 101 and has been inquiring about various Vaults. You are alone and confused, with no one in this harsh world to turn to and no sign that you will find your father anytime soon. After you fully recover the Enclave soldiers offer to recruit you, the opportunity would allow you to serve the world while searching for your father. It doesn't take long for you to realize that the Enclave are not all they are made out to be, so late in the night you flee from your unit. Colonel Autumn has declared you an enemy to the Enclave. You've managed to escape but your former comrades will shoot you on sight. Due to your extensive training you receive a bonus to energy weapons (+10) and have a high aptitude to precision (+5% crit chance). Your past makes traders less likely to deal with you fairly (-10 barter).

Other Bonuses: Enclave are hostile to you.

You could do something similar with all histories, you can have a small history based on a few months after leaving the vault. Escaped slave example... You leave vault, get captured, escape. BAM!
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Juan Suarez
 
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Post » Mon Aug 31, 2009 6:37 pm

Actually, that is mostly a job for the Alternate starts mod, which FWE is simply merging.
Afaik, the plan on alternate start was to tactfully remove/edit certain dialogues so things fit to the background.

That.. and enclave soldiers.. recruiting you?. fresh, green, combat-inexperienced wasteland mutant vermin?. You've got to be kidding me.
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scorpion972
 
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Post » Mon Aug 31, 2009 5:19 pm

Actually, that is mostly a job for the Alternate starts mod, which FWE is simply merging.
Afaik, the plan on alternate start was to tactfully remove/edit certain dialogues so things fit to the background.

That.. and enclave soldiers.. recruiting you?. fresh, green, combat-inexperienced wasteland mutant vermin?. You've got to be kidding me.


Like I said, it was just an example but there are ways to weave the stories in.
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Matthew Barrows
 
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Post » Mon Aug 31, 2009 6:10 pm

Here is a quick example...

After leaving Vault 101 in search of your father your quest for answers lands you in the infirmary at small Enclave outpost. While recovering from your injuries you hear rumors of a stranger who also escaped from Vault 101 and has been inquiring about various Vaults. You are alone and confused, with no one in this harsh world to turn to and no sign that you will find your father anytime soon. After you fully recover the Enclave soldiers offer to recruit you, the opportunity would allow you to serve the world while searching for your father. It doesn't take long for you to realize that the Enclave are not all they are made out to be, so late in the night you flee from your unit. Colonel Autumn has declared you an enemy to the Enclave. You've managed to escape but your former comrades will shoot you on sight. Due to your extensive training you receive a bonus to energy weapons (+10) and have a high aptitude to precision (+5% crit chance). Your past makes traders less likely to deal with you fairly (-10 barter).

Other Bonuses: Enclave are hostile to you.

You could do something similar with all histories, you can have a small history based on a few months after leaving the vault. Escaped slave example... You leave vault, get captured, escape. BAM!



Yes please. Like I said in an earlier post. I dislike the alternative starts for this very reason. If each was tied into the vault backstory that would be different but it's like the whole of the vanilla game was forgotten. And I'd love to see "Dad's Note" added to each alternative start. Playing that feeds my evil characters hatred for her Dad and my good girls love and "will do anything to find him" again RP.
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Marcin Tomkow
 
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Post » Mon Aug 31, 2009 2:27 pm

Yes please. Like I said in an earlier post. I dislike the alternative starts for this very reason. If each was tied into the vault backstory that would be different but it's like the whole of the vanilla game was forgotten. And I'd love to see "Dad's Note" added to each alternative start. Playing that feeds my evil characters hatred for her Dad and my good girls love and "will do anything to find him" again RP.


I tried disabling the FWE quest mod but my saves without mods crash. I loaded a save near the exit and it worked. I tried deleting the disabled FWE quest mod but that caused crashing upon loading so I guess it needs to be in the data folder even if it isn't in use.

A quick question. In the information about the mod the following is mentioned...

Tweaks

- Added "medicine" skill bonuses to obtaining various doctor tools, similar to mechanic tools improving your repair skill. Bone Saws provide +3, Forceps +3, Scalpel +2, and Tweezers +2 (for a total of +10).
- Tweaked the repair item bonuses to the following: Hammer +3, Wrench +3, Scissors +2, Iron +2 (for a total of +10, was +20).


I do not get any of those tweaks. I have a hammer and a wrench I picked up and my skill should have raised from 38 to 44 but it is still the same. How do I get these tweaks to work? I reinstalled the patch and still nothing. I was really looking forward to this part :(
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Eileen Müller
 
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Post » Mon Aug 31, 2009 7:41 am

In regard to the alternative starts discussion, I was thinking a possibility would be to:

1) Change the "Vault Dweller" alternate start to the original vanilla start, including the entire vault sequence (i.e. no alternate start option).

2) Weave these basic facts into every other alternate start storyline: you were born in a vault, and your father mysteriously disappeared from the vault at some point. Additional facts from life in the vault can be included depending on how they fit into the particular alternate storyline. Let's face it, the entire thrust of the main quest centers around your father so it's only practical to include that in each alternate storyline.

3) Include the "Note from Dad" for every alternate start storyline.

4) Increase immersion even further by including edited versions of the beginning vault sequence. For example, you could show a clip of the birth and your mom dying, then a flash of your b-day party, then Amata saying your Dad left, then you flash to wherever the starting location is for your chosen start. Another alternate start mod did something exactly like this - it used short portions of the vault sequence along with a lot of the voiceovers and garbled audio memories to just give a brief summary of you vault days. These could include more or less vault info depending on the particular allternate storyline (such as showing only the beginning of the birth sequence then flashing to your start point).

My 2 caps; thanks for the wonderful mod...
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LuCY sCoTT
 
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Post » Mon Aug 31, 2009 7:48 am

Again i believe all that belongs to the AS mod discussion. But oh, well.
The quest revolves around your father, but the parts that mention the vault itself arent that many and can/could be edited away for the non-vault-dweller start. I agree that the note from dad could be added to the vault start, heck, add the poem too, but going through the whole birth sequence,,,, eegh... no please.
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Kate Murrell
 
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Post » Mon Aug 31, 2009 4:21 pm

I tried disabling the FWE quest mod but my saves without mods crash. I loaded a save near the exit and it worked. I tried deleting the disabled FWE quest mod but that caused crashing upon loading so I guess it needs to be in the data folder even if it isn't in use.

A quick question. In the information about the mod the following is mentioned...

Tweaks

- Added "medicine" skill bonuses to obtaining various doctor tools, similar to mechanic tools improving your repair skill. Bone Saws provide +3, Forceps +3, Scalpel +2, and Tweezers +2 (for a total of +10).
- Tweaked the repair item bonuses to the following: Hammer +3, Wrench +3, Scissors +2, Iron +2 (for a total of +10, was +20).


I do not get any of those tweaks. I have a hammer and a wrench I picked up and my skill should have raised from 38 to 44 but it is still the same. How do I get these tweaks to work? I reinstalled the patch and still nothing. I was really looking forward to this part :(


Anyone got any information on this issue quoted in my post? I really liked this idea but it isn't doing anything for me.
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Crystal Clarke
 
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Post » Mon Aug 31, 2009 9:53 am

Drop & pick the items.
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Anna S
 
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Post » Mon Aug 31, 2009 6:39 am

Drop & pick the items.


Tried that several times. It doesn't do anything.
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Laura Cartwright
 
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Post » Mon Aug 31, 2009 4:31 pm

Pretty weird. Sure you got fose functioning?.
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Rudi Carter
 
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Post » Mon Aug 31, 2009 7:45 am

Pretty weird. Sure you got fose functioning?.


Yeah, I'm using FOSE required mods and have the most recent version installed.
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Rusty Billiot
 
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