» Mon Aug 31, 2009 9:15 pm
The file's uploading (45% right now) . . . but a new version is moments away! Please read through the changelog below.
This version makes some significant balance changes to the gameplay based on feedback in this thread. As usual, let me know how it plays out. Also, if you run across any errors or glitches, let me know. I rebuilt the asset directory, so its possible I may have missed something somewhere.
As for the next steps, I have a couple things I'd like to get on the radar.
1) I'm working through a rather extensive weapon rebalance that includes CFW. CFW will likely be integrated into FWE in the not too distant futue, which will be good as it will reduce the number of needed FOIP patches.
2) I'd like to grapple with phalanx compatibility.
3) My aim is that version 5.0 will be a complete rebuild of FWE. All of the modules will likely be integrated into an .esm and .esp master. Some of the optional modules will be integrated into the main package, but the controversial ones will be kept as optional modules as always.
:foodndrink:
00. Recent Changes
Version 4.1a
This is a pretty large update, so please read the changelog carefully. There are a few special installation instructions described below for upgrading to this version.
New Mods + Features
- Upgraded T3T's weapon tweaks to version 2.4. Many of the remaining unique weapons now have unique models and textures. Various minor stat changes and adjustments.
- Replaced Sydney's Ultra 10mm SMG with Lucien834's 10mm Assault rifle mod. Sweet!
- Corrected a few incompatibilities with the Unofficial Fallout 3 patch. FWE should be fully compatible with the unofficial patch.
- Upgraded and tweaked Dunderklumpen's DK_bullet time mod. You may need to rebind your bullet time activation key. AP drain increased significantly from -3/tick to -15/tick. In addition, the time slowdown has speed reduced from 25% of real-time speed to 40% of real-time speed. If you don't like the settings, you can use the configuration tool to tweak the settings to your liking.
- Upgraded Lork's Sprint Mod to Beta v.8. The new version features perks for charging and running with your gun out. Various minor tweaks and adjustments. You'll need to rebind your sprint key again.
- Upgraded Primary Needs to version "J" compliments of FritZ_FretZ. The new version features a "primary needs monitor" that displays your current hunger and thirst levels. When upgrading to this version, note that the old configuration tool has been removed. You will need to use the configuration hotkey (keypad return by default) to open the menu and activate the monitor.
Tweaks
- ******Changed the sneak perk given by book perks in the optional book perk mod. Previously, the sneak perks granted a stealth field bonus. This has been changed, and now the sneak perk provides a "reduction" in the sneak penalty resulting from armor weight, effectively allowing you to sneak in increasingly heavier armor. PRIOR to upgrading the book perk module, you will need to remove the current sneak perk, then replace the book perk module with the new version, and re-add your sneak perks. (1) Load your existing save with old book perk module, take not of the level of special ops (sneak) perk. (2) Open the console and type: "player.removeperk XX000EB0" where XX is the load order of book perk. (3) Re-save and quit the game. (4) Replace the old module with the new one, and reload your game. (5) Open the console and type "player.addperk XX000EB0" to re-add the sneak perk. Retype this add perk command as needed to add levels to your sneak perk.
- Tweaked the weights and stats of many of the Classic Fallout Weapons. In particular, the Bozar now used 7.62mm ammo. Many of the heavier weapons did not weigh much at all, this has been corrected. Adjusted ammo quantities for many of the CFW leveled lists.
- Adjusted the AP pool size. Base AP is now 20 (was 40), resulting in slightly less AP's.
- Tweaked the VATS distance multiplier to 1.75 (was 1.5, original fallout is 2.0). VATS will be less effective over longer distances.
- Adjusted accuracy settings again. Skill base is 0.9 (was 0.8), skill multiplier is now -0.009 (was -0.008), condition base is now .4 (was .3) and condition multiplier is now -0.4 (was -0.3). Essentially, you're a little less accurate across the board, both in and out of VATS.
- Increased ammo quantities at vendors. The range of ammo available is expanded upwards, so you have a chance to find good supplies of ammunition.
- Adjusted the global respawn timer down to 7.5 days (from 15).
- Tweaked explosive damage for most explosives. Area of effects reduced slightly for many explosives (still larger than vanilla) and raw damage reduced. Frag weapons have a larger radius and less damaged compared to plasma, which has a fairly small radius but higher damage. I.E., plasma requires more skill / accuracy to use effectively.
- Tweaked VATS to-hit chance for body parts on most creatures. It will now be more difficult to get headshots on most opponents.
- Altered headshot damage bonus for many monster types. Super mutants, ghouls, and some robots are less affected by headshots, i.e. super mutants take 125% headshot damage instead of 200%. Should make many baddies more difficult to take down.
- Incorporated additional XP tweaks (courtesy FritZ_FretZ). You'll find slightly less XP from hacking/picking/speech'ing/killing but more from exploration.
- Tweaked the auto-aim settings, this time using values from rlilewis' Auto Aim Fix ? Headshot Deluxe Edition mod. Couple of adjusted game settings to autoaim. It should not properly align bullets to the crosshair but appears to not auto adjust the aim to center on the actual target. Works well from my initial testing. Kudos to rlilewis for daring to be different!
Bugs / Glitches
- Rewrote the scripts for effective medicine + repair. These items will now check how many copies of an item a player has in their inventory before adding or removing the bonus. "Dropping" your last copy of an item into containers will now properly remove the bonus.
- Fixed a Primary Needs problem with the portable grill and wonder meat maker not working properly.
- Re-fixed dogmeat not being essential.
- Fixed an issue where grenades lying on the ground where not explode-able when they were supposed to be.
FOIP Patches
- Removed FWE_00_Quest dependency from the "FWE Compatibility - FOOK.esp" FOIP patch. You should be able to disable the alt starts mod if you want to run the game with the normal beginning sequence.
- Updated FOIP patches for Mart's Mutant Mod RC1