[RelZ] FWE - FO3 Wanderers Edition #7

Post » Sun Oct 11, 2009 12:47 pm

I started playing with this mod a week back and it is incredible. The only issue is that I am not sure how to turn off the ammo weight. I know I know it adds to realism and I would have no problem with it if FO3 had a car where I could store the ammo.

If I remove the ammo weight quest in the loot mod will that fix it?
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Alina loves Alexandra
 
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Post » Sun Oct 11, 2009 8:00 pm

You'd need to go through the particular uninstall/de-activation process.
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Ice Fire
 
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Post » Sun Oct 11, 2009 5:48 pm

I just finished the main quest for the first time (that was it?!?) and the Free Play after Main Quest did kick in after the "cinematic" but I was caught in this observer mode were you can look around but can't move.
I then downloaded the original Free Play mod (v.0.5), put it at the end of the LO and it worked...
Here is my current LO. Maybe somebody has an idea why the FWE Free Play didn't work.
Fallout3.esmFakePatch_v1.4.0.6.esmCALIBR.esmFOOK.esmFWE_FO3_Wanderers_Edition.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch.espFOOK.espRCmarketNoFire.espMagic Pip-Light (50 Brightness).espDarNifiedUIF3.espDUIF3Extras.espMoreMapMarkers.espNightvisionGoggles(Powered).espPrincess Top of the World.espThe Yard V1.3.espPortable Sniper Nest.espPortable Turrets.espFWE_00_QUEST.espFWE_01_COMBAT.espFWE_02_COMBAT_II.espFWE_03_CHARACTER.espFWE_04_CHARACTER_II.espFWE_05_ITEMLOOT_III.espFWE_05_ITEMLOOT_II.espFWE_05_ITEMLOOT.espFWE_06_SPAWNS.espFWE_07_IMMERSION.espFWE_08_FEATURES.espFWE_09_OPT_BookPerks.espFWE Compatibility - FOOK.espSlower Levelling - super duper extreme.espMaxLevelWorkaround-HP.espWastelandMastery.espPlasmaRifleAwesomefied.espFleshBurningPlasma.espBurnification.espDusty Sky.espSN_Depth_Of_Field.espUPP - Original Perks.espUPP  - Quest Perks.espUPP - Experience Perks.espUPP - Pack 1.espUPP - Pack 2.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - FOOK + FWE.espMutant perks for Mart's Mutant Mod v1.5.espFreePlayAfterMQ_V05.espTotal active plugins: 50Total plugins: 50

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Jessica Nash
 
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Post » Sun Oct 11, 2009 2:02 pm

I posted this in FOOK, but i think it may be a FWE FOIP thing maybe?

Ok i have an request.
All of the PA helmets and other things that give me a night vision effect, well its not really night vision:/...
Im just throwing an idea out here, MMM's Night ghoul eyes item(take them and gives you night vision), they work so goood...
wondering if you could use that same script?

At the moment the current night vision just puts a green shade over everything and uses the pipboy light still... So its not really helping if i use Fellout(darknights) with this, where as MMM's ghoul eyes makes it a treat:)
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kyle pinchen
 
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Post » Sun Oct 11, 2009 8:07 am

I just finished the main quest for the first time (that was it?!?) and the Free Play after Main Quest did kick in after the "cinematic" but I was caught in this observer mode were you can look around but can't move.
I then downloaded the original Free Play mod (v.0.5), put it at the end of the LO and it worked...
Here is my current LO. Maybe somebody has an idea why the FWE Free Play didn't work.
...snip

I had the same issue and completely forgot to report it... nothing real bad wrong here... the script simply forgot to re-enable player controls. I did it via console with the "EnablePlayerControls" command. Everything went according to plan after that.

FritZ
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Benito Martinez
 
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Post » Sun Oct 11, 2009 7:55 am

There should be the ability to get interrupted while sleeping out in the wastes or while fast traveling, and an outdoorsman perk to offset the probability of getting interrupted.
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Greg Swan
 
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Post » Sun Oct 11, 2009 12:53 pm

I had the same issue and completely forgot to report it... nothing real bad wrong here... the script simply forgot to re-enable player controls. I did it via console with the "EnablePlayerControls" command. Everything went according to plan after that.

FritZ


Ah, good to know!
Is there a list with all the console command somewhere, 'cause I didn't know about that one...
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Stefanny Cardona
 
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Post » Sun Oct 11, 2009 2:11 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.


Two thumbs up for the merge, up untill now and hopefully in the future, FWE have not disappoint me in anyway ,maybe could have been done better and more but all that was done was done well. On top of that managing upgrades and update of both FWE and MMM became bit tedious when you have to go over 20+ entry of FOMM lists.
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Harry Hearing
 
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Post » Sun Oct 11, 2009 11:18 am

I posted this in FOOK, but i think it may be a FWE FOIP thing maybe?

Ok i have an request.
All of the PA helmets and other things that give me a night vision effect, well its not really night vision:/...
Im just throwing an idea out here, MMM's Night ghoul eyes item(take them and gives you night vision), they work so goood...
wondering if you could use that same script?

At the moment the current night vision just puts a green shade over everything and uses the pipboy light still... So its not really helping if i use Fellout(darknights) with this, where as MMM's ghoul eyes makes it a treat:)


Just bumping that idea... would love to see some feedback on it
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sw1ss
 
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Post » Sun Oct 11, 2009 12:00 pm

Ah, good to know!
Is there a list with all the console command somewhere, 'cause I didn't know about that one...

Check out the http://geck.gamesas.com/index.php/Category:Scripting its a great source of information on FO3.

FritZ
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Darrell Fawcett
 
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Post » Sun Oct 11, 2009 3:48 pm

DOes it modify the pitt and anchorage?
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glot
 
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Post » Sun Oct 11, 2009 1:50 pm

It does not.
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Emma Copeland
 
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Post » Sun Oct 11, 2009 10:16 pm

Well so makes no sense to me to use any DLC at all?

There are any future projects to get DLC support?

EDIT:I like so much FWE,that i'm considering that the DLC's don't have support for FWE so i'm turnin off the [censored]y Anchorage and the not-so-good Pitt.
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james kite
 
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Post » Sun Oct 11, 2009 3:33 pm

For Anchorage it doesn't really matter that FWE doesn't support it, most of the core stuff is independent of the 'real' world anyway. It's a little worse with the Pitt, mainly because the new weapons are underpowered, but it's not too bad.
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SaVino GοΜ
 
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Post » Sun Oct 11, 2009 9:52 am

Nah,don't worry its beth's fault don't making things easier for such great mods.
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Marine x
 
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Post » Sun Oct 11, 2009 12:59 pm

To be fair to Bethesda it's not easy to add things while maintaining compatibility with user-made mods. ;) (Although, there are ways. If anyone from Bethesda read this, I'm open for offers)
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Reven Lord
 
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Post » Sun Oct 11, 2009 7:44 am

O.K, I am going to give my full review for the newist version.
Please don't take it the wrong way, this is the most fun I have ever had in the game, got to level 12 and it was a struggle every step.

Please note that I am running F.W.E, F.O.O.K, M.M.M, W.M.K and some others.

O.K, first of all the mods are working fine, I have F.O.I.P and FoMM, and use FOSE.

First thing I am goning to touch on here is this, and while this may be my fualt, but I am missing the extra modules. The book perks and primary need seem to be missing from the download, yes I got the 4-1a Full, and installed with the FoMM.

Next, I personaly found that the ammout of Xp. that it takes to level was still not right, I don't remember if that was changed or not, so I eventually set it to the vinalla of 150 ( setgamsetting ixpbumpbase 150 ) as normal raiders and such where only giving me 5-20 xp per kill, and most of my xp was from quests, I feel that the 150 vinalla setting is just right, as getting level 11 took me 15-16 hours.

V.A.T.S,
the % to hit in V.A.T.S seems really, really low, if I knew how to fix this I would. However, this could be my fault, I installed the 1.4 patch.
The % to hit at a few feet with SG at 60+ is 50-65% on heads 60-70% on bodys and anywhere from 50-90% on arms/legs weapons, that seems a little odd to me.
The % to hit at any sort of range is less than 5%, but in the same spot I can drop raiders' with ease using the scoped hunting rifle or the sniper rifle, if I aim manualy.
If there is a way to fix this, please let me know.


Weapons and armor.
Not much to say here, almost every thing seems fine, and what is not I changed.
However it does seem that NPC's have a huge % to hit, even at range with automatics, they can hit and kill me with a smg at ranges where my hunting rifle ( scpoed ) has a hard time hitting them, V.A.T.S or manual aim.
It seems that a big gun user would have it easy, if they could keep the ammo supply, as the damage they do and the ammout of raider ( or what ever ) spawn and group up, shots will always hit one.

Raider's
Raider's are a much bigger threat, I cleared out the school twice, and then went to the super duper mart for the second clearing, I found that as soon as I open the door there was 3-4 raider's on me already, the ammount of spawns and the range of weapons they use really help them stand out.
It feel's like they are really a group that could pose a threat to a town, not just 3-4 pansy's anymore.
although I find that I can't hope to kill them at my current level and with my current setup.

Talon mercs.
Wow, these guys are tough, and are crazy good shots.

Ghouls.
Even with M.M.M I can wade through them with a melee weapon.

SM's
Noticed they shoot better as well, and deal more damage, and have much more Hp than I remember.
tough to take down, but they don't act ery smart.

Deathclaws, deathclaw young.
stronger,faster and meaner. Good job.


Ammo.
Ammo is really hard to come by some times, and some times I can get tons of it, guess its just one of those things.
Main part here is, that I feel that the vendors ( at least at my level ) never carry enough, I often find my self doing the, MT>TPT>RC run, when it seems like raiders carry oddles of ammo, even after they shoot wildly.


Travling.
Travling is no longer a walk in the park, night time is so dark ( night time mod ) like it should be coupled with stonger foes and better guns makes travling very hard. Good job here, the trip to RC is very hard unless you can sneak past everything.

Items. ammount and kind.
Lots of extra and new items, and new item names, great job here.
Good textures.


Over all.
Good points.

1) game is harder
2) more items/weapons
3) more spwans.
4) better balance than vinalla
5)A.I seems better.
6)sneaking is really,really hard now, I get spotted from a huge distance away

Down sides
1) V.A.T.S % to hit ( may or may not be my fault )
2) Raider's ( and other NPC's ) seem to be able to hit a fly at 30 yards.
3) sneaking is really,really hard now, I get spotted from a huge distance away. ( this could be good and bad )
4) some guns needed minor adjustments ( might just be me )
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Chantelle Walker
 
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Post » Sun Oct 11, 2009 6:36 pm

1) game is harder
2) more items/weapons
3) more spwans.
4) better balance than vinalla
5)A.I seems better.
6)sneaking is really,really hard now, I get spotted from a huge distance away

Down sides
1) V.A.T.S % to hit ( may or may not be my fault )
2) Raider's ( and other NPC's ) seem to be able to hit a fly at 30 yards.
3) sneaking is really,really hard now, I get spotted from a huge distance away. ( this could be good and bad )
4) some guns needed minor adjustments ( might just be me )



1 - yes
2 - yes
3 - yes
4 - yes
5 - yes
6 - yes

1 - yes i also hate this:(
2 - i like this
4 - agree.


Adding my own...
The items fook ads that have Night vision are really really bad... needs to have MMM night ghouls eye's effect used insted of current one
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Nina Mccormick
 
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Post » Sun Oct 11, 2009 11:43 am

First thing I am goning to touch on here is this, and while this may be my fualt, but I am missing the extra modules. The book perks and primary need seem to be missing from the download, yes I got the 4-1a Full, and installed with the FoMM.


Check the "FWE Resources" folder in the original archive, the optional modules should be in there.


Thanks for the feedback all.

Apologies for not being as active in the last few days. I'm still checking the thread but haven't had time for detailed replies. As the weather get's warmer I begin various construction projects around the home that svcks up a lot of my extra time.

In any event, work is progressing with the next version of FWE. The weapon rebalance is being tested , and it seems to be working well so far, so that's good. We've tested merging the various FWE modules into a single packagage, and that also appears to be working. There are a few new additions / fixes I'll need to work through before the new version launches. No real ETA on that though, might be a couple of weeks.

In the meantime, continue to let me know your thoughts, and I'll respond as I can. Cheers.
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Alan Cutler
 
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Post » Sun Oct 11, 2009 11:34 am

Check the "FWE Resources" folder in the original archive, the optional modules should be in there.


Thanks for the feedback all.

Apologies for not being as active in the last few days. I'm still checking the thread but haven't had time for detailed replies. As the weather get's warmer I begin various construction projects around the home that svcks up a lot of my extra time.

In any event, work is progressing with the next version of FWE. The weapon rebalance is being tested , and it seems to be working well so far, so that's good. We've tested merging the various FWE modules into a single packagage, and that also appears to be working. There are a few new additions / fixes I'll need to work through before the new version launches. No real ETA on that though, might be a couple of weeks.

In the meantime, continue to let me know your thoughts, and I'll respond as I can. Cheers.



Thanks man, I will try that when I get home.

Over all, I would be happy if I could get my % to hit in V.A.T.S a litte better, every thing else is kinda moot.

Keep up the great work.
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tiffany Royal
 
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Post » Sun Oct 11, 2009 5:39 pm

The VATS-bug is Bethesdas fault. Roll back to 1.0.0.15 nad get the fake patch: http://www.gamesas.com/bgsforums/index.php?showtopic=970907&hl=fake++patch.
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Da Missz
 
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Post » Sun Oct 11, 2009 9:05 pm

The VATS-bug is Bethesdas fault. Roll back to 1.0.0.15 nad get the fake patch: http://www.gamesas.com/bgsforums/index.php?showtopic=970907&hl=fake++patch.


Well, the current FWE version also reduces VATS accuracy a bit by increasing the range effect on spread . . . I've noticed it being a little off as well. I suspect I'll reduce the range multiplier a little, but increase the global vats spread mult some. The result should be comprable accuracies at closer/medium range but the ability to use VATS a little more effectively at longer ranges.
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Manny(BAKE)
 
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Post » Sun Oct 11, 2009 9:22 pm

The VATS-bug is Bethesdas fault. Roll back to 1.0.0.15 nad get the fake patch: http://www.gamesas.com/bgsforums/index.php?showtopic=970907&hl=fake++patch.


I am soory, but how would I roll back?
I think that would require a diffrent version of FOSE? as I am using the beta.
Do you think it will affect it that much?


Well, the current FWE version also reduces VATS accuracy a bit by increasing the range effect on spread . . . I've noticed it being a little off as well. I suspect I'll reduce the range multiplier a little, but increase the global vats spread mult some. The result should be comprable accuracies at closer/medium range but the ability to use VATS a little more effectively at longer ranges.


I am not sure how much it is off for each seprate part, I will try to figure out how to roll it back and use the fake patch and get back to you here.

I do think that I have put everything that I do/don't like in the earlyer review.


I will say that I am looking at at least 1-2 more plays through the game, my current one is a SM/sneak but I think I might have put too many points into barter.
and I made a test Bg guy who I had fun with.
Then I have never used the energy weapons, now that they are worth while I may try them out.

by the way, I am unsure if W.M.K if working proplery, I installed it fook and fwe with the Fomm ( had done it manualy first time ) but the 10mm with supperssor went from this
N99 10MM (S1)
to this
N99 100MM with supperssor, but my scoped hunting rifle was looted.
I guess it is working fine.
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Stephy Beck
 
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Post » Sun Oct 11, 2009 9:38 am

I am soory, but how would I roll back?
I think that would require a diffrent version of FOSE? as I am using the beta.
Do you think it will affect it that much?


FOSE will work with the Fake Patch as it specifically supports the official patch 1.0.0.15 for that reason.
The easiest way to roll back is a new install. Otherwise you have to change exe's and esm's...
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Jessica Nash
 
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Post » Sun Oct 11, 2009 6:42 pm

FOSE will work with the Fake Patch as it specifically supports the official patch 1.0.0.15 for that reason.
The easiest way to roll back is a new install. Otherwise you have to change exe's and esm's...



Found the extra files ( book perks and such ) and I am now reinstalling the game, I will use the 1.01 patch with fake patch and see how that works, hopefully my save games will endure, if not o well.

I plan on changing the date on FO3.esm to make the mods work w/o having to re-install, should work, I followed the guide from the UOP here at the fourms.

Ill get back to you tomorrow.
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clelia vega
 
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