[RelZ] FWE - FO3 Wanderers Edition #6

Post » Mon Aug 31, 2009 6:53 am

One thing is installed, another is functioning. Lessee... v1 or v1.1 beta4?. Does, say, bullet time works?.

If it works and it's 1.1 beta 4, Then it is likely to be a load order issue.
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Mon Aug 31, 2009 3:30 pm

One thing is installed, another is functioning. Lessee... v1 or v1.1 beta4?. Does, say, bullet time works?.

If it works and it's 1.1 beta 4, Then it is likely to be a load order issue.


It is 1.1 beta 4. Bullet time and Sprint mod both work.

Here is my load order...

Fallout3.esmFakePatch_v1.4.0.6.ESMAnchorage.esmThePitt.esmCRAFT.esmCALIBR.esmFOOK.esmFWE_FO3_Wanderers_Edition.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espFOOK.espDarNifiedUIF3.espFOOK - Anchorage.espFOOK - The Pitt.espFOOK - Owned!.espFOOK - Tougher Enemies.espFOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Additional Power Armor Training.espFWE_01_COMBAT.espFWE_02_COMBAT_II.espFWE_03_CHARACTER.espFWE_04_CHARACTER_II.espFWE_05_ITEMLOOT.espFWE_05_ITEMLOOT_II.espFWE_05_ITEMLOOT_III.espFWE_06_SPAWNS.espFWE_07_IMMERSION.espFWE_08_FEATURES.espFWE_09_OPT_VATS_Fast_50.espFWE_09_OPT_Bypass Module.espFWE Compatibility - FOOK.espWeaponModKits.espWeaponModKits - FOOK + FWE.espMart's Mutant Mod.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FOOK + FWE.espCRAFT - Activation Perk.espCALIBR Ammo Schematics - CRAFT.espno blur on hit.espNo Blur Effect.espFellout-Full.espAnother Pip-Boy Light.espCentered 3P Cam.espTL_Color.espNPC Height Randomizer Less Variance.espTenpenny Suite.espSuite-Suite.espGhouls Cohabitate.espRealPhysicsNoCarExplosions.espKillableKidsNormalHealth.espPortableMattress.espEcho_UseBothGloves.espEcho_BatteryCharger.espHouseholdWaterPurifier.espWeightRebalance.espLighterFissionBattery.espMighty Mouse Alternative 4.espTalonStandardIssueFinal.espMutant perks for Mart's Mutant Mod v1.5.espLadyDeadlock_BeerAddsCap.espAddEmptyNukaBottle.espBottleRefill.espEasier_hacking_5_8.espImproved Turret Reprogramming.espKTs_SpeedSquad.espPhalanx-Obedient-Dogmeat.espWSG Improved.espWastelandMastery.espSlower Levelling - very slow - LITE.espMaxLevelWorkaround-HP.espMerged Patch.espTotal active plugins: 75Total plugins: 77

User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Mon Aug 31, 2009 10:09 am

remove weight rebalance.
wait... put all your items in a container or sumthing, THEN remove weight rebalance.

Also, AddEmptyNukaBottle.esp is redundant. FWE does that.


BottleRefill.esp may conflict with FWE too.
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Mon Aug 31, 2009 9:03 am

remove weight rebalance.
wait... put all your items in a container or sumthing, THEN remove weight rebalance.

Also, AddEmptyNukaBottle.esp is redundant. FWE does that.


BottleRefill.esp may conflict with FWE too.


That did the trick thank you. Also Bottle Refill does not conflict, FWE does not have this option.
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Mon Aug 31, 2009 10:07 pm

Afaik, these areas are covered by FWE:

- FOOK - Tougher Enemies
- Additional Power Armor Training
- MMM - Zones Respawn
- Killable Kids

Phalanx was reported to conflict heavy with FWE...

Do you get the message when you pick up Repair or Medicine items?

Things that don't seem to work in my game:
- Manual for Medic Power Armor (read the manual aka it's added to my notes, but still can't use the armor)
- Empty Syringes can not be filled with chems (I don't get any dialog)
Do these things work for you guys?

Here's my load order:
Fallout3.esmFakePatch_v1.4.0.6.esmCALIBR.esmFOOK.esmFWE_FO3_Wanderers_Edition.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch.espFOOK.espDarNifiedUIF3.espRCmarketNoFire.espMagic Pip-Light (60 Brightness).espMoreMapMarkers.espNightvisionGoggles(Powered).espPrincess Top of the World.espThe Yard V1.3.espPortable Turrets.espFWE_00_QUEST.espFWE_01_COMBAT.espFWE_02_COMBAT_II.espFWE_03_CHARACTER.espFWE_04_CHARACTER_II.espFWE_05_ITEMLOOT.espFWE_05_ITEMLOOT_II.espFWE_05_ITEMLOOT_III.espFWE_06_SPAWNS.espFWE_07_IMMERSION.espFWE_08_FEATURES.espFWE_09_OPT_BookPerks.espFWE Compatibility - FOOK.espSlower Levelling - super duper extreme.espMaxLevelWorkaround-HP.espWastelandMastery.espPlasmaRifleAwesomefied.espFleshBurningPlasma.espDusty Sky.espSN_Depth_Of_Field.espUPP - Original Perks.espUPP  - Quest Perks.espUPP - Experience Perks.espUPP - Pack 1.espUPP - Pack 2.espMart's Mutant Mod.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - FOOK + FWE.espMutant perks for Mart's Mutant Mod.espTotal active plugins: 46Total plugins: 46

User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Mon Aug 31, 2009 5:34 pm

Also Bottle Refill does not conflict, FWE does not have this option.


Weird... mine does. Must be the primary needs optional esp. Thought the refill was part of base FWE.
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Mon Aug 31, 2009 9:59 pm

FOOK- Tougher Enemies isn't. Spawns MMM Tougher Traders v1.1 Martigen is. Killable Children isn't either. Yeah it is the primary needs optional .esp. I turned it off.

I don't see anything that could be causing your issues MeanGun. What version of FOSE are you using?

P.S. I believe Craft is needed for FOOK and FWE.
User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Mon Aug 31, 2009 8:15 pm

I don't see anything that could be causing your issues MeanGun. What version of FOSE are you using?

I use 1.4b. Sprint and Bullet Time both work as intended...

P.S. I believe Craft is needed for FOOK and FWE.

Really? Thought you just need it for some of the optionals!?!
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Mon Aug 31, 2009 10:14 pm

I use 1.4b. Sprint and Bullet Time both work as intended...


Really? Thought you just need it for some of the optionals!?!


I thought it was required as well, I could be wrong. I use it.
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Mon Aug 31, 2009 12:53 pm

Is it possible to get rid of the screen effects in the BLTC feature of this mod?
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Mon Aug 31, 2009 6:44 pm

BLTC = Bullet time?. If so, there's a config...
Either way, you already learned some basics of geck right?. open the file and reset the respective imods so they do nothing, or (more elegantly) esmify fwe, then create a mod for it that disables/changes said imods. I personally tuned down several of the drug ones. Double vision gives me headaches.
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Mon Aug 31, 2009 8:00 am

BLTC = Bullet time?. If so, there's a config...
Either way, you already learned some basics of geck right?. open the file and reset the respective imods so they do nothing, or (more elegantly) esmify fwe, then create a mod for it that disables/changes said imods. I personally tuned down several of the drug ones. Double vision gives me headaches.


That is exactly what I wanted to do, but have no idea how. BLTC stands for Better Living Through Chems. The thing that bothers me most is the blurriness and the blurred vision when turning when on morphine etc. I also do not like the shakiness of my gun when zoomed in. It's way too freaking shaky and you have to take a pill to steady your aim. If I could turn off or greatly tone down the effects and fix the aim to be steady or close to it that would be cool.
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Mon Aug 31, 2009 7:17 am

P.S. I believe Craft is needed for FOOK and FWE.


According to the readme, CRAFT is only required if you use the optional "Bypass Module" of FWE. FOOK doesn't require CRAFT at all.
Just wanted to set it straight before somebody get confused (like me :ahhh: ).
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Mon Aug 31, 2009 6:06 pm

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.


I agree the entire birth sequence is excessive and so are many other parts of the vault sequence, which is why I am suggesting heavily edited versions that focus mainly around extremely quick glimpses of life in the vault. So, for example, you hear the initial sounds of the birth sequence possibly just up to the part where your father says it's a boy/girl, then it flashes through those brief clips where it skips over many years with jumbled voiceovers, then it flashes to outside the vault. In other words, the entire beginning sequence could be cut down to under 30 seconds, just to provide some brief "memories" of being in the vault and your father leaving. You really wouldn't have to actually play through any part of the vault sequence.

Also, I understand #4 on my list above may not be loved by everyone (or anyone), but I feel the other 3 are fairly sound options. Basically, they are just some ideas that popped in my head so I figured I'd toss them out there for Mez - it's his mod so if he likes them he should add them in (and I'd be proud to make that small contribution to this great mod), if he doesn't the mod is still amazing regardless. Oh and here is the alternate start mod that does something very similar to this, just in case you want to take a look at it: http://www.fallout3nexus.com/downloads/file.php?id=1494

edit: I also feel like you are referred to as the vault dweller or simply that you came from the vault numerous times in game. I know for sure what's her name in Megaton (the woman who runs the market and gives you quests for the book she is writing, and gives you a new vault suit if you want it) asks you a lot about the vault and refers to you as a vault dweller, and that is a long, important questline that a lot of people would want to complete regardless of which alternate start they chose.
Removing references to the vault or vault dweller in the actual game just seems like swimming upstream to me. IIRC, all fallout games start with the main character coming from a vault, it seems to be the basic premise of the series. This doesn't really have to effect roleplaying either - you can still decide that you don't care to find your father for whatever reason, drop the note, and ignore the entire main quest if you want too (i.e. "yeah I was born in the vault and my father left, but that was a long time ago - I belong to the Talon company now...").
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Mon Aug 31, 2009 5:03 pm

@stipes79

You still fail to grasp that this does not belong to FWE discussion.
FWE incorporates AS, and makes it play nice with the other additions, if you want your posts to be taken as anything else other than random rambling, then direct them to the AS thread or the AS creator. This is not the place for them.
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Mon Aug 31, 2009 10:21 pm

@stipes79

You still fail to grasp that this does not belong to FWE discussion.
FWE incorporates AS, and makes it play nice with the other additions, if you want your posts to be taken as anything else other than random rambling, then direct them to the AS thread or the AS creator. This is not the place for them.


First, I sense you have taken my respectful discussion of this mod personally. Please remember tone of voice is often lost in forum postings -- nothing I said was meant to discredit or minimize your point of view. I was under the impression we were 2 reasonable minds differing...

In regard to your opinion that this belongs in the AS thread, I must respectfully disagree. I believe you may be failing to grasp the concept of FWE yourself: Yes, this mod incorporates alternate starts, as it does many others. However many, if not most of the incorporated mods have been combined into larger "modules" that have been significantly tweaked to fit the personal style of this mod. In fact, AS itself has been significantly tweaked from its original form, based on discussions in this very thread. So, I really have to ask, how would you want suggestions on tweaking incorporated mods to get to the Mez's attention? If we do what you suggest, then we're spreading ideas for THIS mod all over the forum, which seems extremely inefficient to me.

If I am off base here, I ask other people in this thread/forum to let me know, and I will gladly apologize and refrain from making suggestions about incorporated mods in this thread...

edit: Ha! I don't know where "the Mez" came from, but I kinda like it...
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Mon Aug 31, 2009 10:33 am

Tweaks are not the same as almost complete changes.
For example, suggesting the addition of the relevant notes you normally get on the vault to the vault start is doable and haves much sense, isolating the AS a bit more so it can be turned off is also a suggestion that makes sense and falls within the scope of FWE. So is including optionals to different alternative start mods.
However, the changes you're suggesting are just too vast, and while they could be done (at the expense of time spent in other areas of this mod), it would drive FWE further away from AS, as you may understand, AS is not complete yet, and such changes would make nigh impossible to incorporate the changes and bugfixes that would surely come from future versions of AS.
Thus, such suggestions or options are better left to the AS thread, to the man or team who knows that mod best, the people who could apply such changes with more likeness, and to dedicate their time to enhance the alternate start. Also to the people who have probably discussed and dedicated far more thought time to the AS and the stories involved. You are more likely to get a change done, to be heard and taken into account for future development by posting those suggestions there instead of here.
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Mon Aug 31, 2009 4:33 pm

Tweaks are not the same as almost complete changes.
For example, suggesting the addition of the relevant notes you normally get on the vault to the vault start is doable and haves much sense, isolating the AS a bit more so it can be turned off is also a suggestion that makes sense and falls within the scope of FWE. So is including optionals to different alternative start mods.
However, the changes you're suggesting are just too vast, and while they could be done (at the expense of time spent in other areas of this mod), it would drive FWE further away from AS, as you may understand, AS is not complete yet, and such changes would make nigh impossible to incorporate the changes and bugfixes that would surely come from future versions of AS.
Thus, such suggestions or options are better left to the AS thread, to the man or team who knows that mod best, the people who could apply such changes with more likeness, and to dedicate their time to enhance the alternate start. Also to the people who have probably discussed and dedicated far more thought time to the AS and the stories involved. You are more likely to get a change done, to be heard and taken into account for future development by posting those suggestions there instead of here.


Your points are well-taken, and it does make a lot of sense to pass any ideas re: alternate starts to the original mod author. In the end, we seem to agree on a number of the suggestions. The main disagreement involves the incorporation of brief vault sequences, which I also agree is the most "drastic" suggestion. However, I view the suggestion as something that may fit w/ the overall FWE concept, which is why I still feel this is also the appropriate forum. I do not see this as drastic a change as you seem to, but this is definitely something that people may be significantly split on. This is absolutely fine by me - as I said, it was just an idea I felt fits in FWE. I have no further suggestions on it, so I won't be posting about it further unless others agree it is the appropriate forum and want to discuss it more. I chalk it up to a simple misunderstanding...
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Mon Aug 31, 2009 4:56 pm

Just dropping by quickly. . . I've had a hectic weekend coordinating some construction activities. In anycase, I'll provide more responses later but just wanted to clear the water on alternaive starts.

FWE had modified AS pretty extensively so far, and I don't really know if AS is being updated. Unless there are significant new featues in AS, I probably wouldn't upgrade the FWE version. The points about adjusting the birth sequences, etc.... would be a lot of work, and I'd much rather focus on other aspects of the game. So I would take those suggestions to the AS author.

That being said, adding some more flavor to the ALT start mod via some interesteing text notes to tie into the main story line would be interesting, and I've often tossed various ideas around. If anyone feels like mocking up a "relatively" brief note describing your history a little moe, I can work the text into the mod in a future version.

Anyway, I need to run right now, take care,
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Mon Aug 31, 2009 1:14 pm

Just dropping by quickly. . . I've had a hectic weekend coordinating some construction activities. In anycase, I'll provide more responses later but just wanted to clear the water on alternaive starts.

FWE had modified AS pretty extensively so far, and I don't really know if AS is being updated. Unless there are significant new featues in AS, I probably wouldn't upgrade the FWE version. The points about adjusting the birth sequences, etc.... would be a lot of work, and I'd much rather focus on other aspects of the game. So I would take those suggestions to the AS author.

That being said, adding some more flavor to the ALT start mod via some interesteing text notes to tie into the main story line would be interesting, and I've often tossed various ideas around. If anyone feels like mocking up a "relatively" brief note describing your history a little moe, I can work the text into the mod in a future version.

Anyway, I need to run right now, take care,


Does FWE alter the Zoomed in scope at all? I don't remember my arm shaking so much when zoomed in. If so where do I need to go in FO3Edit to edit it?

P.S. Here is a snippet from a post I made earlier regarding the alternate start mod.

Here is a quick example for the Enclave Refugee.

After leaving Vault 101 in search of your father your quest for answers lands you in the infirmary at a 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!

Oh, another question... What is the difference between FAST Vats 50 and Fast Vats 100? I checked the readme but I couldn't see where is explained anywhere.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Mon Aug 31, 2009 3:22 pm

Ok,

I've finished updating all the FOIP plugins for the MMMF3 package. They will eventually be moved to the FOIP page here when Mez gets back on.

For now the package can be found on the MMMF3 download link on Nexus: http://www.fallout3nexus.com/downloads/file.php?id=3211

This includes modules for FOOK, XFO, FWE and more.
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Mon Aug 31, 2009 8:14 am

Thanks very much, Mart!

Downloaded and installed! Will try this evening!
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Mon Aug 31, 2009 6:21 pm

Hello and Thank You to the team behind FWE!

After playing through the vanilla FO3 main storyline once, I had decided to give your compilation a go. Now, after playing the game a second time with FWE and after surviving the last mainquest mission I am free to explore...

It is a great game with all the modules I use. There is just one flaw in the otherwise smooth gaming: Due to the Alternative Start (I took Regulator starting history), I did of course not get the Vault 101 childhood and escape stuff.

Well, after all that is what Alternative Start was designed for, but here comes the point: That also means I did of course not receive my First Aid Kit from Amata as promised in the Real Injuries readme. I also never found one for sale neither at doctors nor at other stores. So, I miss out on the whole healing crippled limbs myself capabilities. The RI Primary needs works flawless, also I noticed that medical items like bonesaw improve my Doctor skill; only thing missing is that Real Injuries First Aid Kit.

Here is my load order:

[X] Fallout3.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] Mart's Mutant Mod.esm
[X] FWE_FO3_Wanderers_Edition.esm
[X] FOOK.esm
[X] Sharing and Caring Companions.esm
[X] Unofficial Fallout 3 Patch.esp
[X] FOOK.esp
[X] FWE_00_QUEST.esp
[X] FWE_01_COMBAT.esp
[X] FWE_02_COMBAT_II.esp
[X] FWE_03_CHARACTER.esp
[X] FWE_04_CHARACTER_II.esp
[X] FWE_05_ITEMLOOT.esp
[X] FWE_05_ITEMLOOT_II.esp
[X] FWE_05_ITEMLOOT_III.esp
[X] FWE_06_SPAWNS.esp
[X] FWE_07_IMMERSION.esp
[X] FWE_08_FEATURES.esp
[X] FWE_09_OPT_Bypass Module.esp
[X] FWE_09_OPT_BookPerks.esp
[X] FWE_09_OPT_SkillBasedHackingPicking.esp
[X] FWE_09_OPT_VATS_Fast_50.esp
[X] FWE_09_OPT_PrimaryNeeds.esp
[X] Mart's Mutant Mod - FWE (Primary Needs).esp
[X] WeaponModKits.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - FWE.esp
[X] WeaponModKits - FOOK + FWE.esp
[X] Mart's Mutant Mod - FOOK + FWE.esp
[X] FWE Compatibility - FOOK.esp
[X] Wasteland Whisperer.esp
[X] RobCo Certified.esp
[X] CRAFT - Activation Perk.esp
[X] Stealthboy Recon Armor - CRAFT.esp
[X] CALIBR Ammo Schematics - CRAFT.esp
[X] CS_ LightsaberQuest.esp
[X] SCC Armor.esp
[X] SniperZooming.esp
[X] Owned!.esp
[X] Ghouls Cohabitate but Tenpenny kicks it.esp
[X] MaxLevel100.esp

Well, hopefully it is a simple load order mistake by me, thanks in advance for any tips provided,

tourist
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Mon Aug 31, 2009 2:01 pm

Sadly, not a load order problem.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Mon Aug 31, 2009 9:44 pm

Hello and Thank You to the team behind FWE!

After playing through the vanilla FO3 main storyline once, I had decided to give your compilation a go. Now, after playing the game a second time with FWE and after surviving the last mainquest mission I am free to explore...

It is a great game with all the modules I use. There is just one flaw in the otherwise smooth gaming: Due to the Alternative Start (I took Regulator starting history), I did of course not get the Vault 101 childhood and escape stuff.

Well, after all that is what Alternative Start was designed for, but here comes the point: That also means I did of course not receive my First Aid Kit from Amata as promised in the Real Injuries readme. I also never found one for sale neither at doctors nor at other stores. So, I miss out on the whole healing crippled limbs myself capabilities. The RI Primary needs works flawless, also I noticed that medical items like bonesaw improve my Doctor skill; only thing missing is that Real Injuries First Aid Kit.

...snip

Hi Tourist,

Real Injuries proper is not currently incorporated into FWE, although it is my understanding that a few aspects of one of its first generations were used. The optional Primary Needs package is an extensively modified version of an early release (v1.15) of Kathrin's mod. Since I'm not seeing Real Injuries proper in your load order, I have to assume that the info gleened from the ReadMe was meant to be applied to RI and not its PN sister mod. I've heard that Real Injuries in its current form doesn't play nice with FWE, although I admit ignorance as to why. The short of it is that RI's med kit is not part of FWE, so from this standpoint, you're not missing anything. I hope this helps to clarify.

FritZ
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

PreviousNext

Return to Fallout 3