[RelZ] FWE - FO3 Wanderers Edition #7

Post » Sun Oct 11, 2009 11:06 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.


Thanks for pointing this out.

I, shamefully admit, I haven't actually got to the end-game / broken steel start yet with the current FWE build. I'd like to get there so I can test how the transition works and make sure it's all resolved before releasing the next version.

Also, I had posted on nexus an replacement quest module that removes the FreePlay after mainquest content. If you're willing to go back a bit, you might try loading that quest module prior to doing the end-game sequence and seeing how that works. As for the followers, that is probably related to the spawns module, I'll take a look at that and see if I can get a quick hotfix for it that you (or anyone) can try testing.

Apologies to all for the slowness of the next version, a lot of work is goining into it, and RL has been busy on top of things . . . so it's slow =).

Thanks!
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CHangohh BOyy
 
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Post » Sun Oct 11, 2009 11:26 am

Also, I had posted on nexus an replacement quest module that removes the FreePlay after mainquest content. If you're willing to go back a bit, you might try loading that quest module prior to doing the end-game sequence and seeing how that works.


I hadn't spotted that, you're quite right, that fixes most of the non-follower related glitchiness. Thanks!

I've only tested with Fawkes, but yes, it's the spawns module. Disabling it temporarily and then re-enabling it once the transition scene is done seems to work fine, here's hoping that means it's a trivial fix for you :)
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jasminε
 
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Post » Sun Oct 11, 2009 9:37 pm

As for the followers, that is probably related to the spawns module, I'll take a look at that and see if I can get a quick hotfix for it that you (or anyone) can try testing.

If you release fix- I test it. I have the save before final
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Chrissie Pillinger
 
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Post » Sun Oct 11, 2009 11:27 am

What exctaly are the classic fallout weapons? Because I remember many of them having shoddy textures and I'd rather not use them if I'm right. Will they be optional?
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Ross
 
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Post » Sun Oct 11, 2009 1:44 pm

What exctaly are the classic fallout weapons? Because I remember many of them having shoddy textures and I'd rather not use them if I'm right. Will they be optional?


Most of the CFW weapons were retextured in the last release of CFW and animations were corrected for many of the weapons. Depending on when you last used the mod, it may be improved. They all are not amazing regardless . . . and I'd be interested in updating / revising any that are of less than ideal quality . . . but I'd need some texturing or model help witht hat as it is not my realm of experience. The tommy gun, M60, and Bozar are the big ones that could use a better texture. The 3rd person model for the tommygun is also a little strange. If anyone feels like helping let me know =)
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GLOW...
 
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Post » Sun Oct 11, 2009 7:39 pm

Kind of a noob question-

Is it ok to install (lower in load order) updates to mods merged into this mod?

For instance Primary needs - I assume that just not using the esp that came with this and instead use the newer version - is ok - right?

Seems that with the pain in the [censored] move by bethesda in their last patch (and thereby necessitating esm as main type of mods added) that there may be soem transition with this and FOIP.

I'm gonna wait a bit before going crazy with modding this game - just slowly adding things now.

How about Combat Overhaul with this mod? If loaded after this mod? any major problems?

thanks
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adam holden
 
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Post » Sun Oct 11, 2009 12:00 pm

Kind of a noob question-
1 Is it ok to install (lower in load order) updates to mods merged into this mod?
For instance Primary needs - I assume that just not using the esp that came with this and instead use the newer version - is ok - right?
2 Seems that with the pain in the [censored] move by bethesda in their last patch (and thereby necessitating esm as main type of mods added) that there may be soem transition with this and FOIP.
3 I'm gonna wait a bit before going crazy with modding this game - just slowly adding things now.

1. The "never" version no more supported. Including MMM support
The FWE version now much better- I try both. Trust me. No more delisious then Wonder floater meat- Mmmmm :)
2. FO3edit already solved this issue
3. You are right.
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Trista Jim
 
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Post » Sun Oct 11, 2009 3:14 pm

Kind of a noob question-

Is it ok to install (lower in load order) updates to mods merged into this mod?

For instance Primary needs - I assume that just not using the esp that came with this and instead use the newer version - is ok - right?

Seems that with the pain in the [censored] move by bethesda in their last patch (and thereby necessitating esm as main type of mods added) that there may be soem transition with this and FOIP.

I'm gonna wait a bit before going crazy with modding this game - just slowly adding things now.

How about Combat Overhaul with this mod? If loaded after this mod? any major problems?

thanks



delamer is right in regards to primary needs . . . the version included in FWE has been modified significantly from the original mod, and if you're using FWE it's intended that you use the FWE version.

Haven't played Combat Overhaul . . . but looking at the readme it does many of the same kind of things that FWE does, although it maybe emphasizes the FPS aspect of the game a little more. It will definetly conflict with FWE in a variety of ways. So I'd go with one or the other.

In general, if you're trying to decide between FWE or multiple individual mods that make similar changes, bear in mind that one advantage of FWE is that takes many different mods and balances all aspects of fallout's gameplay considering all of these changes. Most of the included mods have been tweaked in various ways so they work better with each other than if used independently.
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Gavin boyce
 
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Post » Sun Oct 11, 2009 12:12 pm

This is my first post but have been keeping an eye in these forums for some time. I just wanted to say that you and all the modders who have contributed to this compilation have done an awesome job. I have been playing your latest release with no problems and enjoy it completely.

Great work, keep it up!
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Veronica Flores
 
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Post » Sun Oct 11, 2009 10:41 am

In general, if you're trying to decide between FWE or multiple individual mods that make similar changes, bear in mind that one advantage of FWE is that takes many different mods and balances all aspects of fallout's gameplay considering all of these changes. Most of the included mods have been tweaked in various ways so they work better with each other than if used independently.

It's true. I have tried to combine FWE with Triage and now have two glitches.
1. I hotkey the stimpak, but he occasionally lost connection.
2. Stimpak inactive in the status window.
So- await new FWE with Triage integrated.
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lilmissparty
 
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Post » Sun Oct 11, 2009 10:12 am

It's true. I have tried to combine FWE with Triage and now have two glitches.
1. I hotkey the stimpak, but he occasionally lost connection.
2. Stimpak inactive in the status window.
So- await new FWE with Triage integrated.


These aren't problems with Triage . . . and will work the same under FWE

1. If you run out of stim packs, the game can't properly re-bind the triage stimpacks that are swapped out behind the scenes.

2. Stimpacks are inactive in the status menu because you don't actually have any real stimpacks with the way triage works . . . you have to use he triage menu to apply stims to limbs OR click on the stims in aid tab to do a general health heal.

The mod's mostly done . . . just re-writting the readme =)
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Dj Matty P
 
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Post » Sun Oct 11, 2009 6:31 pm

When is the new version expected Mez?
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Glu Glu
 
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Post » Sun Oct 11, 2009 6:29 pm

Even with a lowered timescale the Primary needs mod included here seems very harsh and unforgiving. It seems I spend most of my time foraging in order to live. I know I can not use it if I want but wow - I don't eat that much in my daily life.

I may yet try the updated primary needs with this and see for myself.

As for the combat - I've now added in some FOOK as well for a more FOIPish existence. Combat overhaul -at least when combined with these mods- was really hard. Not like a first person shooter really as the NPCs mob in ways most fps games don't. I also could not get the VATS add on to to Combat overhaul to work with FWE/FOIP. :(

Even with FWE/FOOK/MMM/FOIP I find the combat too easy when VATS is used (even at medium difficulty), but then not using VATS and I can't hit for nothing (I'm guessing skill point issue). With Combat Overhaul you can hit pinpoint (as the player - the character skill determines damage though, I think). But VATS is completely disabled or useless and all the NPCs have massive skills to hit back with pinpoint accuracy.

I wish there was at least better combat - the VATS is ok as a concept (if understood as a special training/pipboy power). I need a happy medium between these - how about either of the two sniper mods?

I guess also I need to get more into CRAFT to see if sights are possible.
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Lori Joe
 
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Post » Sun Oct 11, 2009 5:53 pm

When is the new version expected Mez?


Pretty soon. I know it's been a long time coming. I need to get the new readme finished, hopefully in a day or so.

Even with a lowered timescale the Primary needs mod included here seems very harsh and unforgiving. It seems I spend most of my time foraging in order to live. I know I can not use it if I want but wow - I don't eat that much in my daily life.


You can use the in-game configuration menu to adjust the "rates" for hunger/thirst as described in the included PN addendum readme. These rates control both how often you need to eat/drink, and how much you need to eat/drink to get satiated. Just cut those in half in see how it feels for you.

I wish there was at least better combat - the VATS is ok as a concept (if understood as a special training/pipboy power). I need a happy medium between these - how about either of the two sniper mods?


Have you tried either of the optional VATS modules included with FWE? One makes faster half realm time, the other makes VATS occur in near realtime, meaning the enemies move the same speed you do in VATS, which makes it WAY less of a automatic win type situation. I use the VATS_50% version, but I had used the 100% one for a while and it's pretty challenging.

Also, I find it's pretty important to use your first level up in conjunction with tagged skills to get whatever your primary combat skill will be up around 50, which is pretty easy to do. Remember to use the bullet time mode if you're having aiming problems as well.
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i grind hard
 
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Post » Sun Oct 11, 2009 4:13 pm

These aren't problems with Triage . . . and will work the same under FWE

1. If you run out of stim packs, the game can't properly re-bind the triage stimpacks that are swapped out behind the scenes.
The mod's mostly done . . . just re-writting the readme =)

Seems to me- connection loose after location change. For example after fast travels, transitions from wasteland to underground and so on.
I have 30+ stim packs, so I can't be out of stock.

The mod's mostly done . . . just re-writting the readme =)

Glad to hear :)

Also, I find it's pretty important to use your first level up in conjunction with tagged skills to get whatever your primary combat skill will be up around 50, which is pretty easy to do. Remember to use the bullet time mode if you're having aiming problems as well.

Well- you make it. Skills is very important now.
A have 100 small guns, but my sniper rifle was not perfect at the far distance.
Only when I improve my skills to about 125 (wasteland mastery) I have become sniper
Bullet Time- godsend feature at all, I use it long before FWE. I almost don't use VATS last time.
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Emma Louise Adams
 
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Post » Sun Oct 11, 2009 9:16 pm

What would be the simplest, and safest, way to remove the submod that removes the sneak status from the UI? I agree that it can lower immersion, but flat out removing entire sections of the UI without making it an optional mod is rather harsh.

Other than that, great stuff indeed.
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Nicole Elocin
 
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Post » Sun Oct 11, 2009 3:54 pm

Yes! a complete readme would be helpful.

I went through the collected readmes included and I'm confused.

Is there a version of MMM in this mod? Or Robco?

the main readme wasn't clear.

I've installed regular MMM with tougher traders add-on as per FOIP page, but then I read through this readme - is that already included?

Anyway- I hope this becomes all that FCOM is with oblivion.
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dell
 
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Post » Mon Oct 12, 2009 12:32 am

Hey Mez, i've been playing your mod for around a week now and i love it, its exactly what i've been looking for. However i have a few problems, the power armors seem a little weak to me and don't live up to their reputation as "man tanks" anymore. The other is a problem with rifle accuracy, specifically the hunting rifle, it's accuracy is often worse then the Chinese assault rifle and that just doesn't make sense to me.
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Paul Rice
 
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Post » 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.
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Kayleigh Williams
 
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Post » Sun Oct 11, 2009 11:32 pm

Great work, Mezmorelda- big thank to You!
After such work I also agree to begin new game.
When situation with FOOK will be resolved (in any way) I make it.
Damn- this game will kill me sometimes :hehe:
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Deon Knight
 
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Post » Sun Oct 11, 2009 9:08 pm

Mez,

First thanks for the new release, can't wait to finally play FO3!

Second, CALIBER is not included in the Master Release, I thought that all was included in the Master, but I guess that I will grab that from the 5.0 release(?)

Thanks again!
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N3T4
 
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Post » Sun Oct 11, 2009 2:02 pm

I should have mentioned it in the above post . . . but FOOK compatibility with need to wait until FOOK 2.0 is released.

Anyway, thanks for support!
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Zach Hunter
 
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Post » Sun Oct 11, 2009 6:22 pm

I should have mentioned it in the above post . . . but FOOK compatibility with need to wait until FOOK 2.0 is released.

Anyway, thanks for support!

Yes, you mentioned it, but Hope dies last :)
Especially since the WMK plugins already here
Sorry man, forgive my (our) impatience
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[ becca ]
 
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Post » Mon Oct 12, 2009 1:16 am

And, um, uh, Craft.esm, what is that from?

I had set up FWE Master, and now I'm checking it with FO3Edit, and its crashing due to the dependency of Craft and Calibr, not included in the Master Release.

Thanks
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Monika Krzyzak
 
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Post » Sun Oct 11, 2009 5:32 pm

Mez, do you have a preferred 1.5 fix method? As in, FakePatch or FO3MasterUpdate, which do you use?
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DeeD
 
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