[RelZ] FWE - FO3 Wanderers Edition #7

Post » Sun Oct 11, 2009 3:01 pm

*nods* I think I'm going to wait on using FWE till after Broken Steel comes out and the major mods adapt to it. Besides, I don't think I could get far enough before it comes out to make use of the Free Play and Alternate Start portions.
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JUan Martinez
 
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Post » Sun Oct 11, 2009 9:28 pm

Remove the MMM mods, I can't imagine anyone playing FWE without MMM anyway.
Ammo weight could be expanded to cover all current CALIBR calibers (if it doesn't), FOOK only has a few that is outside the CALIBR-standard AFAIK.
Most of the other mods can be merged I think, but if possible have optional ESP's to disable functionality. I like Fast Travel for example, so I could us the optional "FWE_Re-enable_Fast_Travel.esp" for example.

Of course, I don't know how much work it would take to merge everything into an ESM/ESP pair, but it sure would make it easier for the user, and maybe a little easier to maintain as well?
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Ells
 
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Post » Sun Oct 11, 2009 2:53 pm

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.


In general, I fully support the one esm/esp route. Though, I recommend to only merge the non-optional modules since some of the optionals are rather radical in their change of the vanilla ways. I love Book Perks and won't play without it ever again. Other people may don't like it and prefer vanilla. Same goes for skill based hacking/picking, bypass (which I haven't tried yet).
A merge of Classic Fallout Weapons and eventually Weapon Mod Kits into the main files would be welcomed by my side since it reduces the amount of esps/FOIP patches needed.
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Shelby Huffman
 
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Post » Sun Oct 11, 2009 11:23 am

Forgot to mention fast travel, thanks for reminding me Tubal.
I use GTS, and fast-travel disabling conflicts with it. (i do however use the internal no-fast-travel of GTS that toggles when it comes to vehicle traveling).
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mishionary
 
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Post » Sun Oct 11, 2009 6:48 pm

I need help again please, all mods running and working fine at this time, I some help figuring out how to open the right file to modify the damage of the .32 and the 10MM from the G.E.C.K

What do I need to open?

I use Files>data then F.W.E.esp?

and then I edit attack damage?
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krystal sowten
 
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Post » Sun Oct 11, 2009 7:55 pm

I'd do it in fo3edit mind you, it's just easier to clone forms and create plugins to mods with it than with geck.
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Ashley Campos
 
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Post » Sun Oct 11, 2009 10:35 pm

I'd do it in fo3edit mind you, it's just easier to clone forms and create plugins to mods with it than with geck.



even to just adjust damage on 2 guns?
I guess I will try it then, you always seem to be right.
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SHAWNNA-KAY
 
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Post » Sun Oct 11, 2009 9:35 am

You just open your load order, find your gun, rightclick->copy as override... , name it, and change the base damage field. If you're using many mods and want to do similar balancing for say, all 10mm weapons, you just repeat for each.
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!beef
 
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Post » Sun Oct 11, 2009 10:03 pm

You just open your load order, find your gun, rightclick->copy as override... , name it, and change the base damage field. If you're using many mods and want to do similar balancing for say, all 10mm weapons, you just repeat for each.



I got to looking and i don't think I can handle that, there was like 20 versions of the 10mm, didn't FWE change the damage of the 10mm in the last patch?
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Sarah MacLeod
 
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Post » Sun Oct 11, 2009 9:31 am

It's not that horrible once you deal with the first.. select, copy, find the damage tab, and change it.. repeat.
It gets a little more numerous with WMK but nothing truly horrible.
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Neko Jenny
 
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Post » Sun Oct 11, 2009 1:05 pm

In general, I fully support the one esm/esp route. Though, I recommend to only merge the non-optional modules since some of the optionals are rather radical in their change of the vanilla ways. I love Book Perks and won't play without it ever again. Other people may don't like it and prefer vanilla. Same goes for skill based hacking/picking, bypass (which I haven't tried yet).
A merge of Classic Fallout Weapons and eventually Weapon Mod Kits into the main files would be welcomed by my side since it reduces the amount of esps/FOIP patches needed.



I second this. I don't use any of the optional modules, but just having one esm/esp would make life a lot easier- it'd make load orders tidier, for a start. That said, I don't like the idea that I'd have to start a new character, I'm having too much fun on this one.

Totally unrelated question: I have a character at level 20 that I completed the game with before modding, and now if I try to open any of his saves my games crashes, presumably thanks to mods conflicts. If I disable all of my mods, load his final save, use the console to get myself to Megaton, save then restart him with all the mods enabled, will he be playable?

Dragonlover
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RaeAnne
 
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Post » Sun Oct 11, 2009 3:35 pm

Remove the MMM mods, I can't imagine anyone playing FWE without MMM anyway


These have been removed from FWE for a while, but the readme credits section still gives credit . . . odd I know.

Anyway, I have a question regarding integrating CFW. War1982 (CFW's author) hasn't logged in for weeks and his PM box is full, which makes requesting permission tricky. However, he had previously given me credit to do essentially whatever I wanted to the mod. This even included uploading a new version of the .esp as part of FOIP so that CFW would use CALIBR along with other changes. Does anyone see a problem with me going ahead and integrating CFW given this situation?

Additionally, I looked up the original weapon mods that CFW had used for assets War1982 didn't make. Of those that even existed, they all allowed the mod to be used provided credit was given. So I'm thinking that if I credit War1982 as well as all the contributors to the original CFW, I should be in good shape. Any beef?

I second this. I don't use any of the optional modules, but just having one esm/esp would make life a lot easier- it'd make load orders tidier, for a start. That said, I don't like the idea that I'd have to start a new character, I'm having too much fun on this one.


There really won't be anyway around the load order problem. Even I were to create a hidesously complicated upgrade script to remove affected perks and then re-give them, the equipment formID's are going to change which means you might end up with lots of stuff disappearing. We'll see what happens.

As for the optional modules, I will likely integrate book perk regardless, as I think it's the right thing to do and people may not bother trying it otherwise. For the skill based lockpicking mod, it should be fine to integrate because it still gives you the option to lockpick or hack terminals the normal way anyways. It's all part of the same menu that pops-up for explosive entries, so it isn't really adding anything funky and different The bypass module is pretty straight forward as well, and it probably shouldn't have been optional in the first place =).

That leaves No Fast Travel, Primary Needs, VATS 50 or VATS 100, and the less view distance mod (which does anyone use? I'll prolly drop this from the compilation) as optional modules.
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Isabell Hoffmann
 
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Post » Sun Oct 11, 2009 8:09 am

Of the optionals... i only use primary needs if that helps?
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saharen beauty
 
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Post » Sun Oct 11, 2009 6:57 am

I posted this in NEXUS already in the FWE threat but seeing this is very acrtive i repeat it here also, hope thats ok.

----------------------------------------------------------------------------------------------------------------------------------
It seems there is a CTD / Crash problem with FWE when it is working together with MMM and FOOK (WITH using the compatibility mods) - it seems entire zones are bugged form time to time where u cant save / travel / enter buildings anymore without a CTD.

I made a posting about the exact circumstances here:

http://www.gamesas.com/bgsforums/index.php?showtopic=984081

And two players seem to have the same problems, both suggesting it happens with FWE+MMM+FOOK only, not with MMM+FOOK alone (one posted there, got another PM from one.

Can you by chance look there and post if you have ideas / suggestions ?
----------------------------------------------------------------------------------------------------------------------------------
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Elena Alina
 
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Post » Sun Oct 11, 2009 7:45 pm

Anyway, I have a question regarding integrating CFW. War1982 (CFW's author) hasn't logged in for weeks and his PM box is full, which makes requesting permission tricky. However, he had previously given me credit to do essentially whatever I wanted to the mod. This even included uploading a new version of the .esp as part of FOIP so that CFW would use CALIBR along with other changes. Does anyone see a problem with me going ahead and integrating CFW given this situation?

Additionally, I looked up the original weapon mods that CFW had used for assets War1982 didn't make. Of those that even existed, they all allowed the mod to be used provided credit was given. So I'm thinking that if I credit War1982 as well as all the contributors to the original CFW, I should be in good shape. Any beef?

If you already have the permission to use the mod and even alter it, I don't see any problem. I'd say go for it.
There were some cases over in the Oblivion forum, were the original mod author had disappeared and somebody (who hasn't had contact with him/her in the first place and the readme didn't say anything specific) wanted to use stuff from that mod. The average forum-goer/modder was of the opinion not to use it then... Imo your case, Mez, is entirely different from that. So no problem.

There really won't be anyway around the load order problem. Even I were to create a hidesously complicated upgrade script to remove affected perks and then re-give them, the equipment formID's are going to change which means you might end up with lots of stuff disappearing. We'll see what happens.

As for the optional modules, I will likely integrate book perk regardless, as I think it's the right thing to do and people may not bother trying it otherwise. For the skill based lockpicking mod, it should be fine to integrate because it still gives you the option to lockpick or hack terminals the normal way anyways. It's all part of the same menu that pops-up for explosive entries, so it isn't really adding anything funky and different The bypass module is pretty straight forward as well, and it probably shouldn't have been optional in the first place =).

That leaves No Fast Travel, Primary Needs, VATS 50 or VATS 100, and the less view distance mod (which does anyone use? I'll prolly drop this from the compilation) as optional modules.


I have no problem with Book Perks being integrated into FWE, since it is ingenious. Although I haven't tried them yet, I think skillbased hacking/lockpicking and the bypass mod might enhance the game, since they give you more options (iirc what they do).
I definitely don't want No Fast Travel, Primary Needs, VATS 50 and VATS 100 to be non-optional. These things alter game mechanics or add new ones, which come down to preferences. For example a eat, drink, sleep mod for me is more hassle than fun, so I don't want to be forced to use one.
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Brιonα Renae
 
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Post » Sun Oct 11, 2009 12:45 pm

I'll take a look at it. you sure you have the latest WMK version? Also, be sure all the textures from FWE are going into the proper folders.


I have the latest WMK.

Unless I am committing an ID 10 T error, which is very possible, it looks as if FWE's textures are in the proper place.

I have even unpacked the patched Fallout textures bsa and dropped the 2handautomatic textures into my data folder, into the proper place, and no dice: the chinese AK texture looks all f00ked up when it's unmodified.

Again, when I add a scope to it or something else from WMK it looks normal. It's just when the gun is vanilla it looks like the texture doesn't match the model.





But let me offer some praise for FWE:

I'm really enjoying the new drug implementation. It's the best yet. Lots to choose from. Lots more role-playing opportunity. I've yet to encounter being addicted and how that plays out but so far so good.

I'm enjoying how easy it is to get crippled. It makes the game more challenging. I like how being crippled affects accuracy.

Ammo scarcity is real and I have to manage it or else.


Couple things I don't like:

I could do without the message that tells me I'm crippled and should sleep or whatever. Breaks immersion.

Game needs a prostitution overhaul.

A bit too easy to heal by sleeping (I might remove this with another mod).

I've got 100 small guns but my vats is still mediocre (even when not crippled). I've only got 8 PER though, so I'm assuming that if I up that my VATS will improve?

Sniper rifle accuracy, or inaccuracy, is not fun. Was more fun in Vanilla. Am I missing something?

Sneaking is out of balance. It was too easy to sneak in Vanilla. Now it's too difficult. Enemies perceive me when they should not (when I'm far away and lurking behind things, e.g.) I'll suspend judgment until I up sneak though. But it seems that even if I'm lousy at sneak a raider should not have such a huge PER bonus or whatever he uses to detect me when I'm far away and lurking behind stuff. :shrug:



Great stuff. Thanks for the team's hard work. You're all making a fantastic game even better.
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Nicholas
 
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Post » Sun Oct 11, 2009 10:24 am

It seems there is a CTD / Crash problem with FWE when it is working together with MMM and FOOK (WITH using the compatibility mods) - it seems entire zones are bugged form time to time where u cant save / travel / enter buildings anymore without a CTD.

I made a posting about the exact circumstances here:

http://www.gamesas.com/bgsforums/index.php?showtopic=984081

And two players seem to have the same problems, both suggesting it happens with FWE+MMM+FOOK only, not with MMM+FOOK alone (one posted there, got another PM from one.

Can you by chance look there and post if you have ideas / suggestions ?


I'm not using FOOK and first time getting to Megaton by actually playing, rather than running there first, I crashed every time I tried to save or enter a building, am using FWE/MMM/CFW/WMK and a lot of other stuff, so I'm trying things and weeding through it all at the moment. Bypass module esp was causing a pre-load crash for me, didn't figure out what the conflict was and should prolly get FO3Edit and learn it.

I use Primary Needs and VATS 50, but yah, having the options is important, imo. Also, as far as no fast travel goes, I actually only fast travel when there's a bug I need to figure a way around, so with it completely disabled, I'd have had an issue a couple times. As far as the other optionals, maybe I'm not understanding them, but I'd rather have skill points than perks for the book perks, unless there's a setting I can change to put the skill points on there, or I just read it completely wrong and it gives skill points too. Same with skill based hacking/lockpicking, I haven't looked too closely, because I like the minigames, if it allows the minigame still, then no big deal to incorporate it, I guess. I'd still like exp/leveling speed options, but More Map Markers helps a lot via exploration exp (I'm hoping it doesn't add too much really lol).

All in all, though, I wouldn't mind an esm with maybe 1-3 module esps and possibly some optional esps to disable FWE changes that people aren't fond of.
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Damned_Queen
 
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Post » Sun Oct 11, 2009 12:11 pm

Hmm, no fast travel i don't want because it's conflict with gts, i'd rather let gts handle the fast travel disabling.
PN is a tricky one, i used it for a long while and i like it mostly except:
1) i never could manage to get the meat grill to work
2) I really really really hated the water bottling system, not with the "bottle_that_water" mod around. Sadly, they don't play nice with each other. PN's system was just too bizarre.

I've also been looking with great interest towards triage, with a couple slight modifications to allow perkless recovery of limb mobility, and to make it fit the FWE weight/rarity standards, it could very well displace the much more invasive real injuries.
Actually, i wouldn't have much gripes with RI if it where the latest less buggy version. The current one feels like it was chopped with an axe and kicked until it fit, with many features broken or half-implemented. I understand that RI is rather octopusish and the work is rather daunting, that's why triage could do a much cleaner job inside FWE.

I have mostly given up on VATS in favor of bullet time for killing sprees, which means it has been relegated to either showing off or playing while eating/drinking, which means i do want the slowmo effect while using it.

Less view distance i dislike, taxes the system with additional blur effect, makes the weapons look weird (distance blur applied to them depending on how far is the object/landscape behind it, and in general, tires my eyesight.
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i grind hard
 
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Post » Sun Oct 11, 2009 9:15 am

So...


The guards at Rivet City open fire on me on sight.

I started the game as a Talon Company dood. Moreover, I'm really evil.

Is that why? Do I have to pull a New Reno on Rivet City and bring down teh Judgment?
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Elina
 
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Post » Sun Oct 11, 2009 5:43 pm

Yep. They don't like talon company dudes.
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Ludivine Poussineau
 
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Post » Sun Oct 11, 2009 12:07 pm

is there a way to cheatsauce change my alignment or faction through the console?
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TASTY TRACY
 
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Post » Sun Oct 11, 2009 8:34 am

You can use http://geck.gamesas.com/index.php/RemoveFromFaction, but you'll have to find out the faction as well. You can look up the faction in the Geck, it's probably the same one Talon NPC's are in.
I don't think alignment matters.
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QuinDINGDONGcey
 
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Post » Sun Oct 11, 2009 2:53 pm

I would like to know if there is anyway to add back in the sneak message, I love everything else about this mod.
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RUby DIaz
 
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Post » Sun Oct 11, 2009 1:53 pm

Since I started as a Talon I was granted the perk Contract Killer. I have a ton of ears but I don't know where to redeem them for caps. Will someone spoil for me please? Thanks!
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suzan
 
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Post » Sun Oct 11, 2009 1:21 pm

You should have a note telling you that? I believe that's how it works if you get it the normal way.
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James Rhead
 
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