[RelZ] FWE - FO3 Wanderers Edition #7

Post » Mon Oct 12, 2009 12:19 am

last question Do i need to install meshes, sound and texture folders to data if on only going to use

Combat.esp
Combat II.esp
Character.esp
Character II.esp
Immersion.esp


No matter what the answer to the question as to if they are required is, i'd say just install them. The meshes/textures/sounds generally do not replace anything/do not get loaded if the appropriate ESP aren't enabled. FWE doesn't contain pointless reskins and the sort.
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SaVino GοΜ
 
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Post » Sun Oct 11, 2009 2:48 pm

Mezmorelda,

First I want to say great mod! I have been wanting to try this for awhile and I am glad I did. I do have a couple issue and requests.

Perception seems to be off kilter. I have a per of 5 and not only can I notice enemies a very long distance in my HUD, but worse is when I was in Springvale school and the mobs upstairs acted like they could see me on the floor below. They would make the attack comments and then the battle music starts, then after a few minutes they would give up and it would stop. This happened over and over etc. Not sure if this is a known issue or not?

The next are two requests. I have added XFO's food mod to vary the rad/health benefits of food as they all seems to give the same low useless benefits in the plain setup. Is there any issue of the conflicting with your mod? I am also looking for a way to have more accurate weights to all the items in game. Finally, can you include something like RI sleep in FWE. The default 1 hour heals everything is, of course, silly.

Mostly though if you know of a fix/reason for my perception issue, please help!

Thanks again for an awesome mod!

Nemesis.


Regarding your perception issue, I think that FWE is based off a version of XFO that messed up the stealth and detection checks. I think Xoda fixed this. +1 on your request for sleeping and food fixes.
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Liv Brown
 
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Post » Sun Oct 11, 2009 11:30 am

I've read that FWE_Quest seems to be conflicting with Broken steel, which sounds about right, seeing as it adds freeplay after the main quest. Is it safe to remove mid-game and is it necessary for FWE to work?
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Mélida Brunet
 
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Post » Sun Oct 11, 2009 10:13 pm

hello im using primary needs and i forgot my access code. what must i do? their is no longer a config menu, also the ppsh-41 smg seems to reload quicker then before, is that intended, thanks mez
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Dewayne Quattlebaum
 
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Post » Sun Oct 11, 2009 1:08 pm

First let me say that this is a fantastic mod. It really changes the game play making it significantly harder and much more realistic. To me this made as big a change to FO3 as OOO made to Oblivion. I just can't imagine playing FO3 without FEW. Great work!

I started a new game last week using version 4.1a and have two questions.

  • The description of 03_Character Pointiac v0.6 Shabador mod says that the Educated Perk has 2 ranks, each providing +2 skill points per level but the description of this perk on the level-up menu say it only has one rank and gives +1 skill point per level. Which is right?
  • One of the 4.1a tweak was to replace Sydney's Ultra 10mm SMG with Lucien834's 10mm Assault rifle. I'm using SPARTAN VIs Pretty Girls mod which changes Sydney's appearance so I'm wondering if there would be a conflict here. I load Pretty Girls after FWE so will change her weapon back to the Ultra 10mm. It will be some time before I get to that quest.

Now for a suggestion, the Sneak Rebalance (Harder) from Fallout Balance Overhaul (XFO) makes sneaking near impossible. I was trying to play as a stealthy character but that's just now working. I notices that Xodarap777 made a Mild version of his Sneak Rebalance. Perhaps this could be made one of the optional plug-ins like FWE_09_OPT_VATS_Fast_50 OR FWE_09_OPT_VATS_Fast_100.

One last thing, I was playing using FO3 version 1.5 and encountered the dread can't save bug after completing near the end of the Those quest. I spent and hour reverting to version 1.0.0.15 plus the Fake Patch and the Unofficial Patch and all is well again. FWE worked fine in both version and I didn't seem to lose anything reverting back to version 1.0.0.15. The one thing that I am noticing is that I seem to do more damage now then before. It could just be my imagination but Super Mutants just don't seem as hard to take down now.

Thanks again for a super mod.

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Jaki Birch
 
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Post » Sun Oct 11, 2009 8:41 am

Also, as a general question for the FWE users, how do you all feel about merging all of the FWE modules into a single .esm/.esp pair? Many of the optional modules will still remain optional (VATS, fast travel, etc...) but others will get integrated into the full package (book perk, skill based hacking/picking, bypass module, etc...). This merger will likely require starting a new character since too many FormID's will change in process.


Perhaps. I use them all except for the optional mods. What might be nice is leaving the mods separate and releasing FWE as a fomod with a script to select the optional mods. I can't imagine anyone that uses FWE not using FOMM. You could also put information in the script that warns people that certain options like bypass module requires CRAFT. The first time I intalled FWE I missed this requirement and it crashed on startup.
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Chica Cheve
 
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Post » Sun Oct 11, 2009 8:23 am

All,

Life continues to be busy, but I'm making time here and there to move forward with the next release. So . . .

Have the same problem... Since the last update, I can't pick them up anymore. Though, the "fill syringe with chem" part already didn't work before...
Does the "Better living through chems" part of FWE work for anybody?
Also, it seems not all chems the (original) readme lists can be found in the game. At least in my game (50-60 hours) if have never seen 3 or 4 specific chems. Or were they removed on purpose?


Thanks, added this to my list of bugs/glitches to fix.

Btw, I mentioned it before, but picking up the Medic Power Armor's manual didn't trigger Power Armor training for me. You might want to have a look at it, too.


Will add that too =)

is there any way you can use this mod without being a custom character? Just the normal story. Also has anyone played broken steel with this mod on?


We're working on adding an option to the alternative starts to let you choose the normal Vault 101 sequence OR the alt starts shack start. The next version will likely make the free play after main quest an optional module for those who want to use broken steel. Game breaking compatiblity with the DLC will hopefully be addressed next version, with balance changes shortly after.

1) Is sneak usable in this mod? I've noticed that multiple posters have mentioned that they're getting spotted from really far away in this mod. I can remember that Xoda mentioned that his sneaking code was bugged and he fixed it in a later version...does FWE contain this bug?


I rechecked all the sneak settings against Xod's harder sneak settings in the newest version of XFO. It was all the same values. You can try changing the gamesetting fsneakbase to -25 (currently is -40) and that should make it function as the mild sneak option from XFO.

2)Couldn't find it in the readme or posts, is sleeping still an instanta cure?


Yes it is, although you can use the primary needs optional mod to change that. In the next release, primary needs will be intrgrated into the whole package, and the options expanded a little to let you tweak the sleep healing or food settings, but not enable the requiremens to eat/drink (for example). Should be much more flexible.

3) Any chance you could include a 'Survival of the Fittest' or 'remove the stupidity' addon that includes raiders targeting and killing the NPCs in places that would never survive like Girdershade or Canterbury Commons? In fact I'd love to see a 'hostile take over' of the supply store in Megaton...that woman would never make it in PA world.


Cool idea, but a massive AI overhaul like that is beyond the scope of the FWE.

Interior cell only apparently.


Explosive Entries . . . yes, we'll need to take this up with Lap. I tested this with Sydney and was able to verify. Not sure why the player takes damage in interior cells . . . really bizarre.

Perception seems to be off kilter. I have a per of 5 and not only can I notice enemies a very long distance in my HUD, but worse is when I was in Springvale school and the mobs upstairs acted like they could see me on the floor below. They would make the attack comments and then the battle music starts, then after a few minutes they would give up and it would stop. This happened over and over etc. Not sure if this is a known issue or not?


I have tried repeatidly to figure out what is influencing perception range. So far I haven't been able to find any gamesettings or globals, or infomation on the wiki about when things show up on the radar. If anyone has any insight, please share it. I'm guessing the springvale school mobs is based on the sneak/detection settings changes, and might not have anything to do with perception.

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wait there's more comin . . .hit the quote limit =)
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victoria johnstone
 
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Post » Sun Oct 11, 2009 8:02 pm

. . . continued from above . . .
.
.
.

The next are two requests. I have added XFO's food mod to vary the rad/health benefits of food as they all seems to give the same low useless benefits in the plain setup. Is there any issue of the conflicting with your mod? I am also looking for a way to have more accurate weights to all the items in game. Finally, can you include something like RI sleep in FWE. The default 1 hour heals everything is, of course, silly.


Well the optional primary needs module will condlict with XFO's food mod. The primary needs module also includes changes to sleep (in fact is RI_sleep). If you want that functionality, but don't want to "have" to eat food, change the global rates via the in-game config menu to 0.

How do I get rid of the Free Play After MQ mod?
I just got broken steel and they appear to be conflicting.


Yes, this is a problem. No workaround for it right now unfortunelty.

hello im using primary needs and i forgot my access code. what must i do? their is no longer a config menu, also the ppsh-41 smg seems to reload quicker then before, is that intended, thanks mez


Yes, I need to add a button to the primary needs monitor to open the config menu so people can rebind the hotkey. The "access code" is kind of misleading, it's just the numeric code for the keyboard button. Try the "keypad enter" key which is the default. Hold it for a second too . . .

The description of 03_Character Pointiac v0.6 Shabador mod says that the Educated Perk has 2 ranks, each providing +2 skill points per level but the description of this perk on the level-up menu say it only has one rank and gives +1 skill point per level. Which is right?


It does appear to only be giving 1 rank with +2 skill points at the moment. Should be 2 ranks at +1 each. I'll add that to the fix list.

One of the 4.1a tweak was to replace Sydney's Ultra 10mm SMG with Lucien834's 10mm Assault rifle. I'm using SPARTAN VIs Pretty Girls mod which changes Sydney's appearance so I'm wondering if there would be a conflict here. I load Pretty Girls after FWE so will change her weapon back to the Ultra 10mm. It will be some time before I get to that quest.


An altered sydney should be fine and compatiblie. The changes to the SMG just affect the weapon record itself. Let me know if you run into any error.


Phew.
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~Sylvia~
 
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Post » Sun Oct 11, 2009 9:46 am

You can try changing the gamesetting fsneakbase to -25 (currently is -40) and that should make it function as the mild sneak option from XFO.


Forgive my ignorance, but where exactly do I find that value? I haven't touched G.E.C.K. yet and would like to change that setting. Thank you!
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Darian Ennels
 
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Post » Sun Oct 11, 2009 6:44 pm

The easiest thing to do is just load your savegame, open the console, and type the following:

setgs fsneakbasevalue -25

That changes the gamesetting directly ingame. Changes will be written to your save, so you should only need to do it once.

Otherwise in the GECK, load the FWE_combat_II module, go to "gameplay -> settings" and then scroll down to find the "fsneakbasevalue" and change it to -25 or whatever you want.
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Avril Churchill
 
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Post » Sun Oct 11, 2009 1:06 pm

Awesome, thanks a lot, mate! :)
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Sandeep Khatkar
 
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Post » Sun Oct 11, 2009 5:18 pm

Hi there,

I just tried loading up the FWE mod, with the Darnified UI, FWK, MMM, and the unofficial patches. I am also using the v 1.4 official patch because I heard bad things about 1.5. Everything about the mod sounds really cool, but when I first loaded everything up, a couple things were wrong right off the bat. First, the bobblehead you find in the shack still gave me the +5 permanent to medicine, even though I thought that was supposed to have been taken out. Second, whenever I move the cursor over some things, mainly objects you can pick up, the description of the item (value, weight, whatever else) are all overlapping each other.

My load order:

Fallout3.esm
Unofficial F3 patch.esp
Anchorage.esm
Unofficial F3 patch anchorage.esp
The pitt.esm
Unofficial F3 patch the pitt.esp
Calibr.esm
FWE.esm
MMM.esm
DarnUIF3.esp
FWE 0-8.esp
WMK.esp
WMK - FWE.esp
MMM.esp
several MMM addons.esp
MMM - FWE.esp


Anyone have any ideas about why these are occuring? I'm trying to figure out if something is glaringly wrong, because I wouldn't want to just keep playing and find out that I'll just have lots more problems.

Thanks
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Lucy
 
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Post » Sun Oct 11, 2009 2:13 pm

. . . continued from above . . .
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.
.



Well the optional primary needs module will condlict with XFO's food mod. The primary needs module also includes changes to sleep (in fact is RI_sleep). If you want that functionality, but don't want to "have" to eat food, change the global rates via the in-game config menu to 0.



Yes, this is a problem. No workaround for it right now unfortunelty.



Yes, I need to add a button to the primary needs monitor to open the config menu so people can rebind the hotkey. The "access code" is kind of misleading, it's just the numeric code for the keyboard button. Try the "keypad enter" key which is the default. Hold it for a second too . . .



It does appear to only be giving 1 rank with +2 skill points at the moment. Should be 2 ranks at +1 each. I'll add that to the fix list.



An altered sydney should be fine and compatiblie. The changes to the SMG just affect the weapon record itself. Let me know if you run into any error.


Phew.


Is this Sydney gun tweak going to be optional?

Also, did this mod implement killable children? I thought I heard it did but it doesn't seem so on my game.
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Austin England
 
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Post » Sun Oct 11, 2009 11:35 am

I just tried loading up the FWE mod, with the Darnified UI, FWK, MMM, and the unofficial patches. I am also using the v 1.4 official patch because I heard bad things about 1.5. Everything about the mod sounds really cool, but when I first loaded everything up, a couple things were wrong right off the bat. First, the bobblehead you find in the shack still gave me the +5 permanent to medicine, even though I thought that was supposed to have been taken out. Second, whenever I move the cursor over some things, mainly objects you can pick up, the description of the item (value, weight, whatever else) are all overlapping each other.


I'll take a look at the bobblehead issue. The amount of skills gained are controlled via a new global, and I may have raised it from zero to 5 at one point and forgot to document that. The item description issue sounds like an issue with Darn's UI. There are some detailed install instructions for Darn's, including some needed .ini tweaks, so that might be the issue. Try uninstalling darn and see if that's the source of the issue.

Is this Sydney gun tweak going to be optional?

Also, did this mod implement killable children? I thought I heard it did but it doesn't seem so on my game.


No sydney's tweak is not optional. Basically, all it is a model replacement for Sydney's SMG. It was one of the few unique weapons that T3T didn't get a unique model for in his weapon tweaks mod.

Also, killable children is not implemented in FWE. You're on your own for that one =)
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Jade Muggeridge
 
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Post » Sun Oct 11, 2009 8:56 am

I'll take a look at the bobblehead issue. The amount of skills gained are controlled via a new global, and I may have raised it from zero to 5 at one point and forgot to document that.


I can second that the skill bobbleheads give 5 skill points. And I'd like to keep that small incentive for finding them. ;)
The attribute bobbleheads give no extra point and that's a good thing.
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Cody Banks
 
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Post » Sun Oct 11, 2009 2:04 pm

I can second that the skill bobbleheads give 5 skill points. And I'd like to keep that small incentive for finding them. ;)
The attribute bobbleheads give no extra point and that's a good thing.


There was a Tweak listed in version 4.0a that added +5 to the skill bobbleheads. I agree with MeanGun, I'd like to see that stay.
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Pixie
 
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Post » Sun Oct 11, 2009 9:48 am

I just completed Reilly's Ranger quest and found that some of the Super Mutants in the hospital and hotel only gave 1 XP. I confirmed this by checking my stats before and after the kill. I noticed that these creatures went down really easy. A single shot anywhere from the Hunting Rifle kills them. I'm running FWE 4.1a on FO3 1.0.0.15 plus Fake and Unofficial patch with no DLC. This problem could have happen before and I just didn't notice it. I'm using Darn UI 10a so the experience gain is easy to miss in the heat of battle.
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Wayne Cole
 
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Post » Sun Oct 11, 2009 8:35 pm

I just completed Reilly's Ranger quest and found that some of the Super Mutants in the hospital and hotel only gave 1 XP. I confirmed this by checking my stats before and after the kill. I noticed that these creatures went down really easy. A single shot anywhere from the Hunting Rifle kills them. I'm running FWE 4.1a on FO3 1.0.0.15 plus Fake and Unofficial patch with no DLC. This problem could have happen before and I just didn't notice it. I'm using Darn UI 10a so the experience gain is easy to miss in the heat of battle.


I experienced this in some other quests, too. Not sure if FWE has something to do with it... My guess would be that they (Beth) "dumbed" some quest opponents down on purpose to make the quests easier. For example the Raven Rock Enclave Soldiers were nothing compared to the ones you encounter in the wasteland.
I'd like to see that remedied if FWE can do something about it.
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james kite
 
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Post » Sun Oct 11, 2009 12:35 pm

Are you also using Slower Levelling or something similar? I noticed the same thing...I was one or two shotting raiders at level 2-3 and only got 1xp. It turns out that at those low levels (prior to scaling), many enemies are categorized as "very easy" and only give 1xp, as part of Slower Levelling decreasing XP for everything but exploration.
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Steve Fallon
 
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Post » Sun Oct 11, 2009 10:18 am

Are you also using Slower Levelling or something similar? I noticed the same thing...I was one or two shotting raiders at level 2-3 and only got 1xp. It turns out that at those low levels (prior to scaling), many enemies are categorized as "very easy" and only give 1xp, as part of Slower Levelling decreasing XP for everything but exploration.


I'm using FWE_04_Character_II.esp which includes Altered Level Pacing (Medium) from Fallout Balance Overhaul (XFO) by Xodarap777. I don't know how this works but the description says that it changes the Base XP required from 150 to 300 which I believe doubles the XP requirement for each level. It also seems to cap the maximunm XP from killing to 40. I believe the cap is 50 in the regular game. I'm OK with all of that. I like the slower leveling. Its just that seeing some Super Mutants giving up just one point seems like a bug.
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Leonie Connor
 
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Post » Sun Oct 11, 2009 1:11 pm

Are you also using Slower Levelling or something similar? I noticed the same thing...I was one or two shotting raiders at level 2-3 and only got 1xp. It turns out that at those low levels (prior to scaling), many enemies are categorized as "very easy" and only give 1xp, as part of Slower Levelling decreasing XP for everything but exploration.


Yes, I use slower leveling (super duper extreme). Some opponents give just one xp. I think the most I can get are 25 xp for some Supermutants. Not a Problem with me, as I'm of the opinion that I still level fast enough or even too fast.
Though, this doesn't explain the pushover enemies in some quest related locations...
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Tanya Parra
 
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Post » Sun Oct 11, 2009 12:23 pm

I just completed Reilly's Ranger quest and found that some of the Super Mutants in the hospital and hotel only gave 1 XP. I confirmed this by checking my stats before and after the kill. I noticed that these creatures went down really easy. A single shot anywhere from the Hunting Rifle kills them. I'm running FWE 4.1a on FO3 1.0.0.15 plus Fake and Unofficial patch with no DLC. This problem could have happen before and I just didn't notice it. I'm using Darn UI 10a so the experience gain is easy to miss in the heat of battle.


Were these the super mutants on the rood of the hotel right where you meet up with Riley's rangers? I think these are indeed "quest" related SM's that basically die if you breathe on them, meant to add lots of drama and action to riley ranger sequence, but not much in the way of a real threat. If they were full strength SM's, the rangers prolly wouldn't live =)
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meg knight
 
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Post » Mon Oct 12, 2009 12:04 am

Were these the super mutants on the rood of the hotel right where you meet up with Riley's rangers? I think these are indeed "quest" related SM's that basically die if you breathe on them, meant to add lots of drama and action to riley ranger sequence, but not much in the way of a real threat. If they were full strength SM's, the rangers prolly wouldn't live =)


I don't know about those super mutants. I found some one XP super mutants in the first floor of the hospital and sprinkled throughout the hospital and hotel on your trek to the roof. They seem to be mixed in with full XP super mutants. So I kill one and get 25 XP and kill another and get 1 XP.
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Josee Leach
 
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Post » Sun Oct 11, 2009 10:41 pm

I added a replacement ESP to the FWE download page on Nexus that removes the "Free Play After Main Quest" component of the FWE_00_Quest module. It should hopefully allow compatiblity with Broken Steel.

Hope that helps.
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rae.x
 
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Post » Mon Oct 12, 2009 12:24 am

I just saw your post Mezmorelda about whether you should combine all of FWE into one or two .esp/.esms, it's late so I can't really read throught the rest of the thread, but my opinion...

Perhaps provide FWE as a combined single file package, as well as how it is currently pick-and-choose style. That way people who have difficulty with mods like me can just pick up the single file without much trouble, and those who know what they want can also pick-and-choose as they are able to now.
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Louise Andrew
 
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