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 =)