[RelZ] FWE - FO3 Wanderers Edition #7

Post » Sun Oct 11, 2009 8:20 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.


My game crashes whenever I try to level past lvl20. I've tried various different setups but no solution so far :(
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Sxc-Mary
 
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Post » Sun Oct 11, 2009 10:01 am

Uh, do you have a link to this fix?
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leni
 
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Post » Sun Oct 11, 2009 5:53 pm

Uh, do you have a link to this fix?

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.

A link "to the FWE download page on Nexus" is always to be found in the first post of this [RELz] thread. Because it's a [RELz] thread. And it wouldn't make much sense to announce the release of a mod without providing a download link to it.

Hope this helps :).
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Cartoon
 
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Post » Sun Oct 11, 2009 10:05 am

My game crashes whenever I try to level past lvl20. I've tried various different setups but no solution so far :(


Bummer, and you're sure this has to do with FWE?

I just scanned through the entire Broken Steel.esm and nothing jumped out at me as a conflict that was at all relaed to the PC. I'll keep looking into it. If anyone else feels like diggin around, feel free!
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keri seymour
 
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Post » Sun Oct 11, 2009 11:07 am

Hi all. I want to throw out a quick list of what's planned for the next FWE release. This isn't an extensive list of all the bug conflicts and such, mostly just new features and functionality improvements.

? Simultaneous release of a merged version of FWE and the current modularized version. After this next update, the modularized version will no longer be supported. However, in-game options, globals, and menu's will provide control for adjusting many of FWE's features. A number of modules will remain optional.

? Perks for improving bullet time.

? Integration of War1982's classic fallout weapons.

? Massive weapon rebalance ? deviating a bit from T3T's tweaks. Weapon damages tied into real Science ? i.e. kenetic energy of different round types. We've been testing this for a while and I'm pretty happy with how its playing.

? Integration of Keasage's Triage mod ? changes how you restore crippled limbs. Makes the game more challenging and integrates into the game quite well.

? Integration of Da_Mage's Caravan's Upgraded Mod ? to be used in lieu of MMM's tougher traders.

? Option to choose the normal vault start sequence or the alternative start.

? Customizable integration of primary needs into FWE. If you don't like primary needs type mods, you can disable it's functionality, but you can still keep the options for controlling sleep + rest healing, and some of the other features.

? Need to use stimpaks to revive fallen companions.

? Support for the DLC's

? Numerous bug fixes and minor tweaks.

Well, I think that covers most of the major changes. No ETA yet on when it will be finished. It's getting closer, and I'm working through the DLC compatibility right now. Updated support for FOOK will likely wait until FOOK v2.0 is released. The FOIP CP's need to be completely redone at this point, and I'd rather wait and do it once after 2.0 is released. Otherwise, take care!
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Naomi Lastname
 
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Post » Sun Oct 11, 2009 8:27 pm

This sounds more than awesome! Many of the new features address some of the teeny tiny issues I had with FWE.
One step closer to perfection! :goodjob:

Keep up the great work and thanks very much!
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Victor Oropeza
 
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Post » Sun Oct 11, 2009 12:33 pm

"Support for the DLC’s"
so this will now be compatible with broken steel?
great

now all 3 major mods seems to work with patch/BS
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Anthony Rand
 
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Post » Sun Oct 11, 2009 8:15 pm

Bummer, and you're sure this has to do with FWE?

I just scanned through the entire Broken Steel.esm and nothing jumped out at me as a conflict that was at all relaed to the PC. I'll keep looking into it. If anyone else feels like diggin around, feel free!


Actually I got it working. I used the FO3edit method and everything works perfectly now :D
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Shelby Huffman
 
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Post » Sun Oct 11, 2009 6:02 pm

What plugin accounts for the constant crippled limbs I get in this mod? And the stimpak timer that makes me wait 10 secs or whatever before I can pound another stimpak?

OK I RTFMd. The readme attributes changes to RI_Healing (which I cannot find. I can find RI_Crippled Effects), and Locational damage. Anything else?
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Tamara Dost
 
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Post » Sun Oct 11, 2009 10:01 pm

Actually I got it working. I used the FO3edit method and everything works perfectly now :D



what?
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Maeva
 
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Post » Sun Oct 11, 2009 11:22 pm

Hi all. I want to throw out a quick list of what's planned for the next FWE release. This isn't an extensive list of all the bug conflicts and such, mostly just new features and functionality improvements.



Mate sounds great:)
My 1 quarrel with this mod is the damage of guns.
Now with you using a new method, LOOK OUT WORLD:D

Keep up the great work:)

Any eta at all?
week's?
month's?
year's?
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Tom Flanagan
 
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Post » Sun Oct 11, 2009 9:33 pm

Loving all the nice tweaks!
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Sarah MacLeod
 
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Post » Mon Oct 12, 2009 12:25 am

Couple questions....

1) I am having a problem where my Health is not regenerating when I am resting. Is this from FWE or is this from another mod?

2) I have no item for PN config in my inventory. It asked me for settings when I first started a new game, but ever since then I dont know how to get back in to the config.
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Sammygirl
 
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Post » Sun Oct 11, 2009 2:44 pm

"Support for the DLC's"
so this will now be compatible with broken steel?


That's the plan. I'm actually playing through the DLC for the first time. Just finished the pitt last night. Needless to say, I should probably play them once to get a feel for what needs balancing. Heh, in the test version of the game with the triage mod the pitt was interesting =) I shot my way into the pitt, and when I got "beat up" and my stuff was taken I was left with a crippled head and two broken arms. Needless to say fighting my whole way through the pitt unable to heal those wounds was challenging but great fun!

What plugin accounts for the constant crippled limbs I get in this mod? And the stimpak timer that makes me wait 10 secs or whatever before I can pound another stimpak?

OK I RTFMd. The readme attributes changes to RI_Healing (which I cannot find. I can find RI_Crippled Effects), and Locational damage. Anything else?


The increased crippled damage (i.e. getting crippled more often) is a gamesetting change, probably in the Combat 1 module. Stimpak chages are prolly in the first Itemloot module if I remember correctly.

My 1 quarrel with this mod is the damage of guns.
Now with you using a new method, LOOK OUT WORLD:D

Keep up the great work:)

Any eta at all?
week's?
month's?
year's?


What was your quarrel with the damage out of curiosity? Inconsistent, too arbitrary?

As for an ETA, hopefully 2-3 weeks. RL is pretty busy right now, so I really only have a couple hours here and there to spend on the mod. I'm actually done with most of the core changes other than the DLC compatiblity and merging all the files for that version. Need some additional scripting work to get polished up as well.

Couple questions....

1) I am having a problem where my Health is not regenerating when I am resting. Is this from FWE or is this from another mod?

2) I have no item for PN config in my inventory. It asked me for settings when I first started a new game, but ever since then I dont know how to get back in to the config.


1) The only thing that affects health regeneration is if your using Primary Needs (which it seems you are).

2) Hold down "keypad enter" for a second or two and the PN config menu should appear. Check the sleep settings. I'd reccomend using preset 3 or 4, which heals limbs/body overtime. It should be set to 4 by default. Also, you'll need to rest for longer periods of time to regain health that way.
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Clea Jamerson
 
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Post » Sun Oct 11, 2009 5:01 pm

I'm looking forward to the next update of FWE!

I've been using FWE for a little while and really enjoy most of the changes, however my main problem with the current version is probably the weapon rebalance.
For example, a raider with an assault rifle can easily kill you very quickly from ages away, making the assault rifles waaay overpowered.

I also was wondering if there were plans to implement a system where enemies can run out of ammo?
Currently it seems immersion breaking that an NPC could fire off unlimited rounds at you during the course of a battle and then when they die, you can only scavenge a measly few rounds off them.
I know I saw a mod like that around somewhere. Does anybody know if its still around?

Anyways keep up the great work!
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sara OMAR
 
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Post » Sun Oct 11, 2009 2:02 pm

What was your quarrel with the damage out of curiosity? Inconsistent, too arbitrary?

As for an ETA, hopefully 2-3 weeks. RL is pretty busy right now, so I really only have a couple hours here and there to spend on the mod. I'm actually done with most of the core changes other than the DLC compatiblity and merging all the files for that version. Need some additional scripting work to get polished up as well.




Yeah inconsistent i guess you could say.
Its hard to describe really...
It might have been because I always played with FOOK enabled?
I think that may have given me the idea that the guns are not all consistent?
Really im not even sure what I was on about:/

But if it was the FOOK issue then thats not really your fault, thats the mod compatibility issue.
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Shiarra Curtis
 
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Post » Sun Oct 11, 2009 1:37 pm

Hi all. I want to throw out a quick list of what’s planned for the next FWE release. This isn’t an extensive list of all the bug conflicts and such, mostly just new features and functionality improvements.

• Simultaneous release of a merged version of FWE and the current modularized version. After this next update, the modularized version will no longer be supported. However, in-game options, globals, and menu’s will provide control for adjusting many of FWE’s features. A number of modules will remain optional.

• Perks for improving bullet time.

• Integration of War1982’s classic fallout weapons.

• Massive weapon rebalance – deviating a bit from T3T’s tweaks. Weapon damages tied into real Science – i.e. kenetic energy of different round types. We’ve been testing this for a while and I’m pretty happy with how its playing.

• Integration of Keasage’s Triage mod – changes how you restore crippled limbs. Makes the game more challenging and integrates into the game quite well.

• Integration of Da_Mage’s Caravan’s Upgraded Mod – to be used in lieu of MMM’s tougher traders.

• Option to choose the normal vault start sequence or the alternative start.

• Customizable integration of primary needs into FWE. If you don’t like primary needs type mods, you can disable it’s functionality, but you can still keep the options for controlling sleep + rest healing, and some of the other features.

• Need to use stimpaks to revive fallen companions.

• Support for the DLC’s

• Numerous bug fixes and minor tweaks.

Well, I think that covers most of the major changes. No ETA yet on when it will be finished. It’s getting closer, and I’m working through the DLC compatibility right now. Updated support for FOOK will likely wait until FOOK v2.0 is released. The FOIP CP’s need to be completely redone at this point, and I’d rather wait and do it once after 2.0 is released. Otherwise, take care!


I WANT NAO!!!

Seriously Mez, if there were one essential mod I'd use to play FO, it would be FWE! I don't use VATS or even bullet-time. I like playing FO as a straight up FPS with little sprinklings of RPG and your work fits the bill perfectly.

Keep up the good work! Can't wait for the big update.

PS. A few suggestions. They are not must haves; only if you have the time and think they're good ones.

1. FOSE enabled toggle zoom
2. FOSE enabled non-toggle crouch (sneak)
3. This is just my opinion but weapon draw after sprint seems buggy. Sometimes the weapon comes up really slow or not at all. I ended up taking the "charge!" perk but having weapons drawn while sprinting looks strange. Would like the "charge!" perk removed but weapon draw time decreased across the board or dependant on agility.
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Juan Cerda
 
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Post » Sun Oct 11, 2009 3:16 pm

The raider armors seem a little heavy, for instance the raider badlands armor is that skimpy little armor that shows off female legs nicely, weighs 24 lbs! A very revealing raider armor that weighs more than its peers.

I could see the armors for raiders more being in the 10-15 lb range.


Sorry if this has already been brought up.
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jenny goodwin
 
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Post » Sun Oct 11, 2009 10:07 am

also, have you considered integrating GTO or Enhanced Combat Tactics? These mods modify the AI to play out much better, IE no more dumb raiders running towards bullets, they try to use available cover.
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Nims
 
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Post » Sun Oct 11, 2009 2:18 pm

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
FWE_FO3_Wanderers_Edition.esm
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
DUIF3Extras.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Enhanced Weather - Rain.esp
Enhanced Weather - Rain in the Pitt Plugin.esp
dD-Less Blood Time.esp
Echo_UseBothGloves.esp
CUSTOM RACES.esp
DIM CUSTOM RACES V2.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - The Pitt.esp
FWE_01_COMBAT.esp
FWE_02_COMBAT_II.esp
FWE_03_CHARACTER.esp
FWE_04_CHARACTER_II.esp
FWE_05_ITEMLOOT_III.esp
FWE_05_ITEMLOOT_II.esp
FWE_05_ITEMLOOT.esp
FWE_06_SPAWNS.esp
FWE_07_IMMERSION.esp
FWE_08_FEATURES.esp
FWE_09_OPT_SkillBasedHackingPicking.esp
FWE_09_OPT_BookPerks.esp
FWE_09_OPT_Bypass Module.esp
FWE_00_QUEST.esp
FWE Compatibility - FOOK.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 - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - FOOK + FWE.esp

Total active plugins: 46
Total plugins: 46


Thats my current load order
Just started a new game(fresh install).
Anyway, when i pick up the bobble head in the Alternate start shed, Another one stays there? Also i dont get any +skill from it... It gives me 0, Isnt it ment to give 5?
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Laura
 
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Post » Sun Oct 11, 2009 6:58 pm

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
FWE_FO3_Wanderers_Edition.esm
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
DUIF3Extras.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Enhanced Weather - Rain.esp
Enhanced Weather - Rain in the Pitt Plugin.esp
dD-Less Blood Time.esp
Echo_UseBothGloves.esp
CUSTOM RACES.esp
DIM CUSTOM RACES V2.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - The Pitt.esp
FWE_01_COMBAT.esp
FWE_02_COMBAT_II.esp
FWE_03_CHARACTER.esp
FWE_04_CHARACTER_II.esp
FWE_05_ITEMLOOT_III.esp
FWE_05_ITEMLOOT_II.esp
FWE_05_ITEMLOOT.esp
FWE_06_SPAWNS.esp
FWE_07_IMMERSION.esp
FWE_08_FEATURES.esp
FWE_09_OPT_SkillBasedHackingPicking.esp
FWE_09_OPT_BookPerks.esp
FWE_09_OPT_Bypass Module.esp
FWE_00_QUEST.esp
FWE Compatibility - FOOK.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 - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - FOOK + FWE.esp

Total active plugins: 46
Total plugins: 46


Thats my current load order
Just started a new game(fresh install).
Anyway, when i pick up the bobble head in the Alternate start shed, Another one stays there? Also i dont get any +skill from it... It gives me 0, Isnt it ment to give 5?


I didnt have the problem with another one staying there, but the one I picked up in my game onnly gave me +0 as well. I was not sure if this was intended.
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Adam
 
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Post » Sun Oct 11, 2009 11:37 pm

I've been having problems leaving the Museum of History. After entering the museum and going to Underworld I usually can't go back out to the Mall. When I activate the door to the Mall the game crashes. I can COC to other places such as MegatonPlayerHouse but that's not a good workaround because once I've been in Underworld the game usually crashes whenever saving outside of Undeworld. If I am able to do a save the game crashes when I try to load any save made after leaving Underworld.

I'm running 1.0.0.15 with the Fake and Unoffical Patch. I had this problem with two different characters. I don't have any problems with the other buildings on the Mall such as the National Archives or Museum of Technology. I played the game through once before using version 1.4 without any problems in this area. Since then I reinstalled to revert back to 1.0.0.15 to fix the VATS problem. I'm using FWE 4.1a have Live disabled. Here's my load order. Any help is appreciated.

Fallout3.esm
FakePatch_v1.4.0.6.ESM
VATSFixOff.esp
CALIBR.esm
CRAFT.esm
FWE_FO3_Wanderers_Edition.esm
Mart's Mutant Mod.esm
HairPack.esm
COMM.esm
Unofficial Fallout 3 Patch.esp
CRAFT - Activation Perk.esp
Console Key Binder.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
CASM.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_BookPerks.esp
FWE_09_OPT_Bypass Module.esp
FWE_09_OPT_VATS_Fast_50.esp
XFO_Sneak_Rebalance_moderate.esp
WeaponModKits.esp
WeaponModKits - FWE.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - FWE.esp
ArynnssixyLeatherdress_EV.esp
MalosArmorsAndDresses_COMM.esp
GrowlfsSecrets_COMM.esp
Armored Vests.esp
CALIBRxMerchant.esp
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Red Sauce
 
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Post » Sun Oct 11, 2009 7:22 pm

I've been having problems leaving the Museum of History. After entering the museum and going to Underworld I usually can't go back out to the Mall. When I activate the door to the Mall the game crashes. I can COC to other places such as MegatonPlayerHouse but that's not a good workaround because once I've been in Underworld the game usually crashes whenever saving outside of Undeworld. If I am able to do a save the game crashes when I try to load any save made after leaving Underworld.

I'm running 1.0.0.15 with the Fake and Unoffical Patch. I had this problem with two different characters. I don't have any problems with the other buildings on the Mall such as the National Archives or Museum of Technology. I played the game through once before using version 1.4 without any problems in this area. Since then I reinstalled to revert back to 1.0.0.15 to fix the VATS problem. I'm using FWE 4.1a have Live disabled. Here's my load order. Any help is appreciated.

Don't see any bad things in load order and mods- I have much biggest list. I don't have problems with this museum
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] sc_lovers_resource.esm[X] sc_wasteland_pimp.esm[X] sc_saving_nova_dep.esm[X] GlobalTravelSystem.esm[X] COMM.esm[X] CALIBR.esm[X] CRAFT.esm[X] FOOK.esm[X] FWE_FO3_Wanderers_Edition.esm[X] Mart's Mutant Mod.esm[X] RoadWardens.esm[X] MMZombieCemetery.esm[X] HairPack.esm[X] Unofficial Fallout 3 Patch.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] CASM.esp[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] Centered 3P Cam_new.esp[X] choose_XP_FOSE.esp[X] F3UmpaAnimation.esp[X] LongerDeathCamera.esp[X] Cats Paw.esp[X] TossedMines.esp[X] SniperZooming.esp[X] MoreMapMarkers.esp[X] Caravan Tracking.esp[X] MaxLevelWorkaround.esp[X] WastelandMastery.esp[X] GalaxyNewsRadio100[M].esp[X] R.A.C.E. Station.esp[X] We Jazz.esp[X] GTSBlack.esp[X] GTSLoRes.esp[X] GTS - The Pitt.esp[X] GTS - Death Canyon v3.esp[X] GTS - Ghoul Mansion v3.1.esp[X] GTS - COMM08.esp[X] StripClub.esp[X] Rivet City Underworks 1.1.esp[X] Nuka Cola Refill Stations.esp[X] QuantumPipeV2.esp[X] MX_Vault74_rus.esp[X] MX_Vault74fix.esp[X] Meresti Metro Station Entrance.esp[X] MegatonContracts.esp[X] Mole Rat Maze.esp[X] CC.esp[X] FreePumpkin-perk.esp[X] NotSoFast.esp[X] HeirApparent.esp[X] Tenpenny Suite [Engl].esp[X] Vault-Tec Experimental Dimensional Safe.esp[X] sc_saving_nova.esp[X] sc_wp_saving_nova_bridge.esp[X] sc_blackmailing_silver.esp[X] sc_cajoling_reilly.esp[X] sc_acquiring_mei.esp[X] sc_toying_with_angela.esp[X] sc_wp_captives.esp[X] sc_wp_arefu.esp[X] sc_wp_luring_lucy.esp[X] EnclaveCommander.esp[X] MalikaTheGypsyByAzarV1-2.esp[X] whistle.esp[X] Type3BodyWear.esp[X] K2Clothes_SheerWhite01.esp[X] Refugee Clothing.esp[X] hair_add_npc.esp[X] Dismembered Body and Gore Removal.esp[X] DBGR - Pitt Edition.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Enhanced Weather - Rain.esp[X] Treasure Maps_A Fist Full of Caps.esp[X] Treasure Maps_Secrets of the Wasteland.esp[X] Treasure Maps_Bobblehead Edition.esp[X] Treasure Maps_Underground.esp[X] Echo_BatteryCharger.esp[X] solarcharger.esp[X] CRAFT - Activation Perk.esp[X] psychoelfs FOOK ammo casting.esp[X] FOOK.esp[X] FOOK - Anchorage.esp[X] FOOK - The Pitt.esp[X] FOOK - Owned!.esp[X] FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp[ ] FOOK - Tougher Enemies.esp[X] FOOK - Enclave Commander.esp[X] FOOK - Reduced Armor Boni.esp[X] MyFOOK - No Chem Weights.esp[X] MyFOOK - Default Ammo Sorting.esp[X] MyFOOK - Default Food Names.esp[X] MyFOOK - The Pitt Ammo Press.esp[X] MyFOOK - NV Toggle - FOOK+OA.esp[X] FOOK - Anchorage hotfix.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_PrimaryNeeds.esp[X] FWE_09_OPT_SkillBasedHackingPicking.esp[X] FWE_09_OPT_BookPerks.esp[X] FWE_09_OPT_VATS_Fast_50.esp[X] FWE_09_OPT_Bypass Module.esp[X] FWE Compatibility - FOOK.esp[X] WeaponModKits.esp[X] WeaponModKits - FOOK + FWE.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Experience Perks.esp[X] UPP  - Quest Perks.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] HairPack-MMM-v1_2b.esp[X] Mart's Mutant Mod - Broken Steel.esp[X] Mart's Mutant Mod - FOOK + FWE.esp[X] Mart's Mutant Mod - FWE (Primary Needs).esp[X] Mart's Mutant Mod - Zombie Cementery.esp[X] RoadWardens.esp[X] RoadWardensMMM.esp[X] TUPAM+FOOK.esp[X] TUPAM+FOOK - Anchorage Addon.esp[X] TUPAM+FOOK - The Pitt Addon.esp[X] TUPAM+FOOK - Broken Steel Addon.esp[X] UWWUT+FOOK.esp[X] UWWUT - UF3P Addon.esp[X] UWWUT - Broken Steel Addon.esp[X] pip30.esp[X] TenPennyMurderDay.esp[X] Sneak.esp[X] The Pitt Crash Fix.esp[X] Pitt Ammo Press Fix.esp[X] Delay ThePitt + Anchorage.esp[X] Various_Fixes.esp[X] VATSFixOff.esp[X] Achievement Remover [All].esp

Only one big difference between you and me- I don't use fake patch and have 1.5 patch of F3
Just in case. Do you upgrade you FWE quest part to be compatable with BS?
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Sun Oct 11, 2009 10:24 pm

Not sure if this has already been reported, but currently FWE can break the main quest as it transitions to broken steel. Fawkes loses his script (just stands there like a dummy) if you use him, player gets left in limbo (controls disabled, at the area where the "endgame" sequence occurs instead of back at the citadel etc.)

I disabled both 00 quest and 06 spawns to work around it as both showed conflicts in FO3edit but I'm not expert enough to know which was relevant. Re-enabling them after the transition to broken steel seems to work without issue, though there is a small glitch of a part of the "endgame" video playing again when the save is reloaded.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Sun Oct 11, 2009 11:49 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 wanted to provide an update on this. I replayed this quest and used the console to check the Form IDs for the 1 XP Super Mutants. All of the low value creatures had Form IDs starting with FF such as ff0014fe. All of the full value creatures had Form IDs starting with 00 such as 0002bec3. As I recall from Oblivion Form IDs starting with FF are dynamically created instances of the base object that are not hard-coded in the cell. By the way, all of the Super Mutants on the roof of the hotel have FF Form IDs so you can mow them down with just a pistol.
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

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