[RelZ] FWE - FO3 Wanderers Edition #6

Post » Mon Aug 31, 2009 5:12 pm

Ok 1 problem.
I started a game, played for a little and decided i want to change the char..
So i went to start again, and i cannot for the life of me get Alternate Starts to run at startup... i always go to the baby been born scene...
I have not changed mods or anything


My LO
Fallout3.esm
CRAFT.esm
CALIBR.esm
ThePitt.esm
Anchorage.esm
FOOK.esm
FWE_FO3_Wanderers_Edition.esm
Mart's Mutant Mod.esm
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
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - Additional Power Armor Training.esp
FOOK - Free Play After MQ.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_BookPerks.esp
FWE_09_OPT_SkillBasedHackingPicking.esp
FWE_09_OPT_Bypass Module.esp
FWE Compatibility - FOOK.esp
WeaponModKits.esp
WeaponModKits - FOOK + FWE.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - FOOK + FWE.esp
Mart's Mutant Mod - FOOK.esp
Mart's Mutant Mod - FWE (Primary Needs).esp
DarNifiedUIF3.esp
Fellout-Full.esp
Phalanx-MainFollowerModule.esp

Total active plugins: 52
Total plugins: 58
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Joie Perez
 
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Post » Mon Aug 31, 2009 12:54 pm

Been out for a bit . . .

Can i Use 03 Character module in an ongoing game? Or does it need a new game?


You "can" use it on an existing game . . . but you're going to start getting wierd skill advancements and other inconsistencies. Not really reccommended.

I'm blundering around in FO3Edit to check for conflicts before trying to start my game with FWE+WMK+MMMF3 and I just found something interesting.


Thanks for spotting for some errors! I look into getting those fixes incorporated for the next release.

I noticed that enemy's appeared at a much longer range but felt it represented the Pipboys Motion sensor/radar/scanning thing better and with the increased deadlyness of combat and improved difficulty in sneaking, helps to avoid fights you'd rather not risk.

Kind of like when A Deathclaw spawned outside of the SuperduperMart whilst I was at level 2. I used all of my ammo before I even got into the mart! Good fun.

I have a suggestion for the alternate start part anyway. How about adding a *merchant/Trader* history. It would give a bonus to Barter and maybe speech, not sure what the penalty would be. This is if i's not already there! I haven't checked to make sure I didn't just miss it when I made my lastt character..


I'm not sure what controls the perception distance. I've tried to find why this is the case and I can't. Anyone know? I've been playing FWE for long enough that I don't remember what the perception rating was like before!

The merchanyt alt start isn't a bad idea. Might look into that :)

Would it be possible to apply a faster reload time for perception >5 or some sort of variable reload time per perception level, also i take perceptio has an increased accuracy bonus in vats, if not, could this be included for a mild affect. Something that gives special's something other than just a couple of bland affects and slight skill increases


I use Xod's stat changes for perception and charisma from XFO. This means that perception adds an additional multiplier to your accuracy / spread caluclations. With a PER less than 5 you'll be a little more inaccurate, over 5 more accurate than you would otherwise be. I might consider changing this to provide an additional but very minor boost to crit hit chance, similar to luck, but I'm not sure.

just a simple question:
i'm using fwe+fook+wmk and I find lots of 5.56 ammos but no guns using them.
Which guns are supposed to use 5.56s?
Maybe I've messed up something in my installation...


Are you finding 5.56 ammo on killed enemies equipped with guns that use something different, or just lots of 5.56 ammo in containers? The former could be a proble, the later is just a balance issue that needs to be sorted out on FOOK's end of things. FOOK is a nightmare to balanace, let alone when you add the particulars of FWE into the mix. Have you noticed this to be the case when running just FOOK and not FWE?

Thats pretty much what I was getting at. It just strikes me as weird you can't ask people you meet 'Spotted anything interesting on your travels?', or similar. The idea came to me when I was staggering around the map looking for the last few locations. It probably could be done as an independent mod, but it struck me as something that people who'd use FWE would like, so I figured I'd ask Mez, since I'm currently having too much fun playing the game to start trying to mod it.


It's a cool idea, but I'm not in a position to make this mod. I have a few other side projects / additions I'm working on for FWE (and standalone release) since FWE is pretty stable at this point.

Ok 1 problem.
I started a game, played for a little and decided i want to change the char..
So i went to start again, and i cannot for the life of me get Alternate Starts to run at startup... i always go to the baby been born scene...
I have not changed mods or anything


Couple things to try:

- Remove the free play after mainquest mod from FOOK . . . there is a version of that mod in FWE's quest module along with the alt starts.
- Ditto for the "FOOK - Additional Power Armor Training.esp" also in FWE quest.
- The FOOK strength requirements optional patch is built into the FWE - FOOK patch, so that probably isn't needed.
- Remove the following optional mods from MMM:
---- Increased Spawns.esp,
---- Tougher Traders.esp,
---- Zones Respawn.esp
....these are all included in the MMM - FWE patches.

I realize that in the past FWE release I removed the install instructions for MMM + FOOK/CFW compatibilty, thinking that FOIP would do the job . . . but I forget to indicate anywhere that the many of the optional modules are bundled into the compatibility patches themselves.

If those changes don't work, it might be the unofficial patch altering some aspect of the start script that isn't letting the quest module override properly. I can look into getting unofficial patch to work. I admit, I haven't used it myself yet :mellow: Try shutting that off and see if it works. IF that doesn't do, try the Phalanx mod. That's all I can think of.

:foodndrink:
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Katie Louise Ingram
 
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Joined: Sat Nov 18, 2006 2:10 am

Post » Mon Aug 31, 2009 9:45 pm

after installing latest patch i've also found that perception seems to have changed as i now pick up enemies and map markers far earlier than before
never had this until i got the latest version though
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e.Double
 
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Post » Mon Aug 31, 2009 11:56 am

I tried the mod, and didn't like it. It makes the game too realistic in expense of gameplay IMO.

So.. How can I uninstall this?
I don't wanna reinstall the whole game since I got many other mods there which I really wouldn't like to search and download again.
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Danial Zachery
 
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Post » Mon Aug 31, 2009 10:02 am

I tried the mod, and didn't like it. It makes the game too realistic in expense of gameplay IMO.

So.. How can I uninstall this?
I don't wanna reinstall the whole game since I got many other mods there which I really wouldn't like to search and download again.


Well, did you make a FOMOD out of the installation? If not, you could do that (reininstalling it in the process) and then use the FOMOD uninstallter to remove all the FWE files. Read pinned mod FAW for how to use FOMM to do this if you're not sure.
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Katie Louise Ingram
 
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Joined: Sat Nov 18, 2006 2:10 am

Post » Mon Aug 31, 2009 5:36 pm

Couple things to try:

- Remove the free play after mainquest mod from FOOK . . . there is a version of that mod in FWE's quest module along with the alt starts.
- Ditto for the "FOOK - Additional Power Armor Training.esp" also in FWE quest.
- The FOOK strength requirements optional patch is built into the FWE - FOOK patch, so that probably isn't needed.
- Remove the following optional mods from MMM:
---- Increased Spawns.esp,
---- Tougher Traders.esp,
---- Zones Respawn.esp
....these are all included in the MMM - FWE patches.

I realize that in the past FWE release I removed the install instructions for MMM + FOOK/CFW compatibilty, thinking that FOIP would do the job . . . but I forget to indicate anywhere that the many of the optional modules are bundled into the compatibility patches themselves.

If those changes don't work, it might be the unofficial patch altering some aspect of the start script that isn't letting the quest module override properly. I can look into getting unofficial patch to work. I admit, I haven't used it myself yet :mellow: Try shutting that off and see if it works. IF that doesn't do, try the Phalanx mod. That's all I can think of.

:foodndrink:


It was Phalanx:/...
Cheers mate:D

Oh i also noticed that when trying to read a book, a message comes up saying... you tried to read this book but got bored and stoped....
?
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Max Van Morrison
 
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Post » Mon Aug 31, 2009 11:12 am

Hi!

I've just got the this mod/mods up and running and i love it! Thanks mate =) but i got a question that might sound ''noobish''...

How do i read Skill Books? I't just say my character got bored after half the book and failed to gain any skill :/ is there an INT requirement or something else i should know about?

Yours sincerely
PrimeLiberty

P.S Thanks again for a great mod/mods, keep up the good work! :goodjob:

P.S.S. Also i made this account on this forum to get this question answered hehe *feels desperate* :S
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Adam Kriner
 
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Post » Mon Aug 31, 2009 9:04 am

I'm having the opposite problem of an earlier poster. I cannot for the life of me get the alternate start NOT to run. Its not checked in FOMM, but yet a new game still starts me in the shack. Is it ingegrated now so there is no way to be rid of it?
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Rob Smith
 
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Post » Mon Aug 31, 2009 9:05 pm

Prime, read the readmes
Galthromir1: disable all mods, advance up to just before exiting the vault, take off everything, save, and turn on all mods.
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Carlos Rojas
 
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Post » Mon Aug 31, 2009 3:31 pm

I was under the impression that the new version you didn't have to do that...guess not lol
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Matthew Warren
 
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Post » Mon Aug 31, 2009 6:52 pm

Prime, read the readmes


I have and did not find anything, could you not just tell me or maybe someone else? Would be thankful for that.
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Erin S
 
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Post » Mon Aug 31, 2009 4:06 pm

BookPerks_Readme.txt

Book Perks beta2

I hated skill books in orginal Fallouts and I still do. In orginals I couldn't put any points into any skill untill I had raised it to maximum value attainable by books (for example 91% (127% when exploiting chem effects) for small guns) and in Fallout3 I couldn't raise any skill above 40 because of +50 Book bonuses and +10 Bobblehead (Speech being the worst +50 from books, +10 from bobblehead and +10 Yew's Bear Charm)
Also because of books you could master all skills in game.

This is why I removed skill bonuses from books effectively removing 323 (646) skill points from game. And Because I didn't want to make books completely useless I edited them to give player perks instead.

Perk requirements: 70(rank1), 75(rank2), 80(rank3), 85(rank4), 90(rank5), 95(rank6), 100(rank7) skill points in said skill. This is to balance perks and because your character either isn't interested or doesn't have required knowledge to fully understand and put to use information in books he doesn't have invested points into.

All perks have 5 Ranks (7 with comprehension)

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Ian White
 
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Post » Mon Aug 31, 2009 5:04 pm

I have and did not find anything, could you not just tell me or maybe someone else? Would be thankful for that.


I've tweaked the skill book implementation a bit.

You need a minimum of 50 skill to read the relevant skill book, and then an addition +10 to that skill to achieve the next perk rank.

It's supposed to be a minimum of 40 . . . this is fixed in the development version I'm working on right now.
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Nicole Kraus
 
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Post » Mon Aug 31, 2009 6:39 am

I also have the problem with not using the Quest Module. As I reported in an earlier thread if I deactivate the Quest Module esp and leave it in the data folder I still get the alt start beginning. If I delete the module completely my game won't even load. I use the whole enchilada...MMM, FOOK, WPK, FWE (and a bunch of other mods that have no relation to alt start) with the latest versions and recommended load orders.
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Gracie Dugdale
 
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Post » Mon Aug 31, 2009 11:27 am

FWE isnt really made so you can toggle parts on and off.

What you want is to turn off FWE entirely until JUST before getting out of the vault. Make sure to get your character completely naked before activating fwe.
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matt oneil
 
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Post » Mon Aug 31, 2009 4:21 pm

Quote from readme on latest changes: "- Disabling and re-enabling the FWE_00_Quest.esp when starting a new game should not cause problems. Dependencies on that modules have been removed."

I know it is recommended to use all of it, but the changes in the Quest Module are really stand alone type changes...not sweeping gameplay mechanic changes, so it should be one of the only that are "optional". And given the fact Mez apparently made an effort to make it this way in the latest version is the reason I brought up the fact it doesn't seem to work that way.
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Angela Woods
 
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Post » Mon Aug 31, 2009 2:35 pm

A suggestion/request, not sure if you've noticed http://fallout3nexus.com/downloads/file.php?id=1611 but it's really well done and I think it would fit well with the theme for FWE if it was balanced a bit more (mostly whether or not to include the comprehension and computer whiz perks, and whether you can select them a second time, I'd think yea, nay).
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Strawberry
 
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Post » Mon Aug 31, 2009 7:41 am

SNIP
I have a suggestion for the alternate start part anyway. How about adding a *merchant/Trader* history. It would give a bonus to Barter and maybe speech, not sure what the penalty would be. This is if i's not already there! I haven't checked to make sure I didn't just miss it when I made my lastt character..



I think this is a great idea. I was thinking it would be nice if one of the alternate starts put you near Canterbury Commons. This would be a great candidate for it. You could start with roving trader gear and a couple weapons. Maybe more $$$ than the other starts and some more odds-and-ends type equipment. I think this would be a great addition.
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Joe Alvarado
 
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Post » Mon Aug 31, 2009 5:35 am

Thanks TGBlank and Mezmorelda for the reply and just wanna say i figured out that there was a skill requirement to read books only an hour play time and my post here :rolleyes:
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Robert Jr
 
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Post » Mon Aug 31, 2009 9:51 am

I think this is a great idea. I was thinking it would be nice if one of the alternate starts put you near Canterbury Commons. This would be a great candidate for it. You could start with roving trader gear and a couple weapons. Maybe more $$$ than the other starts and some more odds-and-ends type equipment. I think this would be a great addition.

Try the "Scavenger" start. It does everything you've suggested, only you'll start in a location that provides some homes to rummage through for the odds and ends.

FritZ
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Latisha Fry
 
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Post » Mon Aug 31, 2009 1:39 pm

Ok here goes,

currently with MMM/FEW I noticed that even a level 2 I can kill a SM with 1 head shot, ( combat shotty ) is this normal?

Are there any current problems with adding in FOOK? or anything I should be aware of?

If I start as a talon merc how many quests can I still go through? i noticed that there was a note added in my backpack about going to a area near the junkyard, is this a added quest?

If I start as a Valut dweler can I follow the main quest still?




Thank you.
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Danii Brown
 
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Post » Mon Aug 31, 2009 6:38 pm

Try the "Scavenger" start. It does everything you've suggested, only you'll start in a location that provides some homes to rummage through for the odds and ends.

FritZ



Yeah, I forgot about the scavenger start. I tried that one once, just as I tried all of them to see what they are like. I would still like to see one of the starts put you near Canterbury though.
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Richard Dixon
 
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Post » Mon Aug 31, 2009 5:57 pm

@titan.
Yes, stuff is supposed to die that easily with FWE. Including you.

Alternate starts that add you to a faction can have.. hmm, sideeffects on the main quest. Still, not all of those "break" the main quest.
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Katy Hogben
 
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Post » Mon Aug 31, 2009 1:13 pm

Hello, I am using FOOK v1.6 and FWE 4.0c. It seemed that after adding FOOK, the ammo weight mod doesnt apply to any of the ammo anymore, I have tried dropping all the ammo and picking them up. No difference in weight. Is this expected or am I doing something wrong ? :mellow: Here is my current order:

Fallout3.esm
CALIBR.esm
FOOK.esm
FWE_FO3_Wanderers_Edition.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 Compatibility - FOOK.esp
FOOK.esp
FOOK - Enclave Commander.esp
FOOK - Additional Power Armor Training.esp
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Emily Shackleton
 
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Post » Mon Aug 31, 2009 2:18 pm

put fwe after fook, just as fwe, fook, and foip instructions say.
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Kanaoka
 
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