» Sun Oct 11, 2009 1:22 pm
Well here we go!
*********************** IMPORTANT ****************************
There are TWO versions of FWE currently available: Version 5.0 that is a continuation of the original mod development, and the Master Release 1, which is a merged version of most of the FWE plugins.
Both Version 5.0 and the Master Release 1 have the same functionality, gameplay settings, etc. However, Version 5.0 will no longer be updated EXCEPT for critial or game-breaking bugs. All new features and/content will be developed for the Master Release version.
The Master Release is NOT compatible with old FWE saves. If you are wanting to start a new character, use the Master Release. If you want to continue with an existing save, use version 5.0, but be aware that it will likely not be updated in the future.
Recent Changes
Master Edition + Version 5.0
Version 5.0
New Mods + Features
- Integrated Lugaru's FDA Mod (Food, Drug, and Alcohol). This mod adds new food items, new drinks, and a number of new drugs to the wasteland. The food items work correctly with Primary Needs. Some minor tweaks to the drug's were made. Of note are the Ceremonial Herbs, which now provide an "ignore crippled limbs" effect for the drugs duration.
- Integrated Kearsage's Triage healing mod. This mod changes how you heal limbs, requiring a stimpack and a medical brace (for limbs) or surgical supplies (for head and chest) injuries.
- Integrated Da Mage's Caravan's Upgraded mod, which adds extra guards to the caravans and makes them all tougher. The "tougher traders" module from Mart's Mutant Mod has been removed from the FOIP patches and should not be used.
- Support for all three released DLC's as optional mods.
DLC: Operation Anchorage
- Rebalanced the wasteland versions of all weapons and armor for consistency with FWE. Weapons and armors within the simulator were not changed.
- Modified the stealth suit to be helmet-less and provided a standalone helmet next to it on the shelf. This fix is courtesy of Nairax's Stealth Suit Fixed mod. Removed the stealth field effect but provided alternative bonuses for wearing the suit.
- Added winterized combat armor, and the Chinese dragoon and alloy steel weapons. They have a higher durability and better accuracy than their normal counterparts.
- Included a fix for the gauss rifle inspired by Coelomate Gauss Rifle VATS damage fix.
DLC: The Pitt
- Rebalanced all weapons and armor for consistency with FWE, including power armor properties.
- Applied location based damage effects to the Trog.
- Added expanded repair options to the new weapons and armor.
- Various minor tweaks.
DLC: Broken Steel
- Removed the "free play after mainquest" mod from the FWE quest module and made it optional for those not using Broken Steel.
- Re-applied broken steels companion scripts. This may cause a conflict with the follower changes incorporated into FWE. Please let me know if you find specific conflicts.
- Rebalanced weapons and armor for consistency with FWE.
- I have not yet played through broken steel so there may be other conflicts to resolve.
Tweaks
- Complete weapon rebalance for all original weapons, classic fallout weapons (via FOIP), and weapon mod kits (via FOIP). In general, the damage for the higher damage weapons has been reduced slightly, while weaker weapons were improved. New damage values were based on real world projectile data. Many weapons, particularly automatics and energy weapons, have had their durability dramatically reduced to compensate for increased damage. Projectile stats were further tweaked. Pistol rounds will be less effective at range for example.
- Implemented a perk line for the bullet time mod that will increase the slow down effect and lengthen the amount of time you can spend in bullet time mode.
- Tweaked the damage values for vehicles, which now can take roughly twice as much damage before exploding.
- Minor tweaks to armor weights and armor values.
- Added armor effects to the missing unique armors so they provide similar benefits to existing armors and clothing.
- Slightly tweaked the sneak settings to be a little easier to remain undetected.
- Minor tweaks to chems. Morphine was given an "ignore crippled limb" effect in addition to it's damage resistance.
- Increased VATS accuracy at range slightly.
- Tweaked Primary Needs slightly. The configuration menu now includes an option to reset all status effects if things get buggered.
- Slightly increased explosion damage and range for common explosives.
Bugs / Glitches
- Fixed a problem with weed, cocaine, a few other drugs from BLTC not spawning correctly.
- Fixed a problem with RadX and Radaway not having working addictive / withdrawal effects.