[RelZ] FWE - FO3 Wanderers Edition #7

Post » Sun Oct 11, 2009 11:03 pm

I would get back what what I find, however I am having yet another issue with FO-3 its self, it seems that my disc my have finally gave out.

I am getting a error on install.

something about a catastrophic error.
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Juan Cerda
 
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Post » Sun Oct 11, 2009 10:09 pm

Hey, I just have one concern involving enemy AI. Earlier today, there was a group of maybe 4-5 raiders, all close to each other. I was sneaking, and shot one right in the middle of the pack, with an unsilenced rifle, and all of the other raiders just continued to wander around on their patrols, not taking cover, not searching for the shooter or anything. Maybe a little nitpicky, but is there any chance for enemies to react in a way like finding cover or breaking their normal patrol routes for a new patrol route to find the shooter? Thanks!
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Roisan Sweeney
 
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Post » Sun Oct 11, 2009 11:50 pm

Hey, I just have one concern involving enemy AI. Earlier today, there was a group of maybe 4-5 raiders, all close to each other. I was sneaking, and shot one right in the middle of the pack, with an unsilenced rifle, and all of the other raiders just continued to wander around on their patrols, not taking cover, not searching for the shooter or anything. Maybe a little nitpicky, but is there any chance for enemies to react in a way like finding cover or breaking their normal patrol routes for a new patrol route to find the shooter? Thanks!


That's a problem of vanilla afaik. I guess you are out of their "hear" range and as long as you can kill your victim fast enough/with one shot while sneaking, you can pick them off one after another.
Would be cool if they would react on the gunshots or finding dead bodies (when you use a silenced weapon). If somebody can do something in that way, I'd be all for it.
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Andrew
 
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Post » Sun Oct 11, 2009 10:53 am

Could be done i guess.. would need experimenting.. trick is to make it compatible, i mean, you could edit your players guns to add scripted invisible tokens, or you could edit the raider's script, or you could edit their inventory, or you could add an aura of sorts to the player to add said scripted items, tho this last one might be resource-heavy. It can even be done with a perk and an entry point.

Whole thing is to add a scripted token that when the owner is dead (if added by a perk this check can be avoided). It calls CreateDetectionEvent on a gamemode block.

I believe a perk would be the most compatible method in this case.
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Multi Multi
 
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Post » Sun Oct 11, 2009 7:50 am

With Oblivion we could rely on Duke Patrick to handle those AI-problems, http://www.tesnexus.com/downloads/file.php?id=18065...
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Frank Firefly
 
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Post » Sun Oct 11, 2009 2:06 pm

The Oblivion mod looks extremely interesting. If the equivalent OBSE functions used exists in FOSE someone should definately try and port it. There could even be a few new possibilities in Fo3, such as using a perk with the entry point "Add Leveled List on Death" a la Contract Killer/Lawbringer.
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Aliish Sheldonn
 
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Post » Sun Oct 11, 2009 8:52 pm

the detection event should do the trick, if it works as the wiki says.
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Jennie Skeletons
 
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Post » Sun Oct 11, 2009 10:55 am

To trigger the detection behaviour yes, but there has to be some mechanism in place to trigger the event when an NPC sees a corpse.
This is not on topic for FWE though, someone really should start a WIPZ thread for this. :P
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Lew.p
 
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Post » Sun Oct 11, 2009 8:45 am

is this mod compatible with the new patch and dlc broken steel?
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ShOrty
 
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Post » Sun Oct 11, 2009 1:50 pm

is this mod compatible with the new patch and dlc broken steel?


I'm not sure . . . I haven't tested it yet with either =)

I'm guessing it should be fine to use broken steel, although primary needs (optional) might cause a problem with the reported changes to water in broken steel. As for patch 1.5, I'd reccomend upgrading to the fake patch or downgrading to anything other than 1.5. I'm quite sure you'll have the crash bugs resulting from non-persistent references if you use FWE.
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Ella Loapaga
 
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Post » Sun Oct 11, 2009 5:21 pm

I am having a problem with Explosive Entry in conjunction with when I have followers: No matter how far away from the explosion when it occurs (so as to break into a safe or what not) I and my party take a physical hit. It causes no damange but causes my followers to aggro ON ME. The result is, obviously, that I can't break into locked things using explosives when I have followers. How can this be fixed?
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Chris Cross Cabaret Man
 
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Post » Sun Oct 11, 2009 6:44 pm

I am having a problem with Explosive Entry in conjunction with when I have followers: No matter how far away from the explosion when it occurs (so as to break into a safe or what not) I and my party take a physical hit. It causes no damange but causes my followers to aggro ON ME. The result is, obviously, that I can't break into locked things using explosives when I have followers. How can this be fixed?


Can you download the original explosive entires and load it after FWE and test. I need to know whether it's a problem with EE itself or with FWE's integration of it. Thanks.
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Steve Bates
 
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Post » Sun Oct 11, 2009 9:09 am

Can you download the original explosive entires and load it after FWE and test. I need to know whether it's a problem with EE itself or with FWE's integration of it. Thanks.


K. I used the Explosive Entry esp from nexus. It still happens.

But I realized that it's only Sydney from the Declaration of Independence quest that aggros on me. Nonetheless, with FWE or Explosive Entry original I and my party get hit for no damage when the explosion occurs. With the follower Jericho for instance: he takes a hit too and curses at me. He doesn't aggro but takes the hit. There should only be a hit taken within a certain radius of the explosion, no?
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Enie van Bied
 
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Post » Sun Oct 11, 2009 9:25 pm

Is this in an interior or exterior cell?
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Pixie
 
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Post » Sun Oct 11, 2009 1:20 pm

For some reason I am unable to pick up used syringes in the game world for use with the chemistry mod. I can see them, but pressing E does nothing. Any ideas?

FOMM load list:
Fallout3.esm
Anchorage.esm
ThePitt.esm
CALIBR.esm
FWE_FO3_Wanderers_Edition.esm
Mart's Mutant Mod.esm
Mart's mutant mod - CFW + FWE.esp
FWE_00_QUEST.esp
FWE_01_COMBAT.esp
FWE_02
FWE_03
FWE_04
FWE_05_ITEMLOOT.esp
FWE_05_ITEMLOOT_II.esp
FWE_05_ITEMLOOT_III.esp
FWE_06_SPAWNS.esp
FWE_07
FWE_08
FWE_09_OPT_Bookperks.esp
RobCo Certified.esp
Classic Fallout Weapons BETA.esp
WeaponModKits.esp
Mart's mutant mod - Increased spawn
Mart's mutant mod - Natural Selection
Mart's mutant mod - Hunting and looting
Mart's mutant mod - Tougher Traders
Mart's mutant mod - Zone Respawns
Mart's mutant mod.esp
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Marine x
 
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Post » Sun Oct 11, 2009 5:42 pm

For some reason I am unable to pick up used syringes in the game world for use with the chemistry mod. I can see them, but pressing E does nothing. Any ideas?


Have the same problem... Since the last update, I can't pick them up anymore. Though, the "fill syringe with chem" part already didn't work before...
Does the "Better living through chems" part of FWE work for anybody?
Also, it seems not all chems the (original) readme lists can be found in the game. At least in my game (50-60 hours) if have never seen 3 or 4 specific chems. Or were they removed on purpose?
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Richard Dixon
 
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Post » Sun Oct 11, 2009 9:03 am

Yes, I've been doing a deeper test / bug crushing pass through the FWE modules, and I noticed the missing chems (weed, cocaine, polythepetsomethingorrather) were missing from the loot lists. Actually their entires were in the lists, but the FormID's must have been changed at somepoint so the list was retrunning an error. That's fixed.

I'll need to take a look at the syringes. To be honest, I never tried using them . . . so I'll give that a go and see what the deal is. My guess is it's the same issue with changed FormID's not getting updated in the needed references.

For future reference, don't do what I did starting out with making FWE, which was to use TESSnip to merge mods, and then manually change conflicting FormID's. Use FO3plugin's merge plugin tool instead =)

Also, work progresses on the next version of FWE. It's still a little ways out, so please bear with the bugs for the moment. The hope is that there will be two download options at the next release. One will have the usual FWE modules as it exists today, and the other will be a merged version of FWE, with a master/esp pair and just a couple of the optional plugins. Some optional plugins (like Primary Needs) will be integrated into the package, but a message box will apear asking if you wish to initialize Primary Needs or not. In the long run, this will make compatiblity easier and provide for less clutter in your load orders.

Cheers!
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jessica sonny
 
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Post » Sun Oct 11, 2009 8:08 pm

Yes, I've been doing a deeper test / bug crushing pass through the FWE modules, and I noticed the missing chems (weed, cocaine, polythepetsomethingorrather) were missing from the loot lists. Actually their entires were in the lists, but the FormID's must have been changed at somepoint so the list was retrunning an error. That's fixed.

I'll need to take a look at the syringes. To be honest, I never tried using them . . . so I'll give that a go and see what the deal is. My guess is it's the same issue with changed FormID's not getting updated in the needed references.

For future reference, don't do what I did starting out with making FWE, which was to use TESSnip to merge mods, and then manually change conflicting FormID's. Use FO3plugin's merge plugin tool instead =)

Also, work progresses on the next version of FWE. It's still a little ways out, so please bear with the bugs for the moment. The hope is that there will be two download options at the next release. One will have the usual FWE modules as it exists today, and the other will be a merged version of FWE, with a master/esp pair and just a couple of the optional plugins. Some optional plugins (like Primary Needs) will be integrated into the package, but a message box will apear asking if you wish to initialize Primary Needs or not. In the long run, this will make compatiblity easier and provide for less clutter in your load orders.

Cheers!


Thanks for the update on FWE, Mez!
The current version has no game breaking bugs, so don't worry and take your time.

Btw, I mentioned it before, but picking up the Medic Power Armor's manual didn't trigger Power Armor training for me. You might want to have a look at it, too.
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leni
 
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Post » Sun Oct 11, 2009 8:47 am

Thanks for the update on FWE, Mez!
The current version has no game breaking bugs, so don't worry and take your time.

Btw, I mentioned it before, but picking up the Medic Power Armor's manual didn't trigger Power Armor training for me. You might want to have a look at it, too.



Thanks!

Looking forward to it.

If I could only have one mod for FO3, yours would be it.

Rating 10
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Lloyd Muldowney
 
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Post » Mon Oct 12, 2009 12:30 am

is there any way you can use this mod without being a custom character? Just the normal story. Also has anyone played broken steel with this mod on?


Heres how my mods are, if a remove some mods from the list will the remaining mod still be in effect? A

Fallout3.esm
BrokenSteel.esm
CALIBR.esm
FWE_FO3_Wanderers_Edition.esm
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.esp
FWE_07_IMMERSION.esp

Total active plugins: 11
Total plugins: 13
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Kate Schofield
 
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Post » Sun Oct 11, 2009 8:24 am

last question Do i need to install meshes, sound and texture folders to data if on only going to use

Combat.esp
Combat II.esp
Character.esp
Character II.esp
Immersion.esp
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chirsty aggas
 
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Post » Sun Oct 11, 2009 9:59 am

Couple questions before I download and try this mod out:

1) Is sneak usable in this mod? I've noticed that multiple posters have mentioned that they're getting spotted from really far away in this mod. I can remember that Xoda mentioned that his sneaking code was bugged and he fixed it in a later version...does FWE contain this bug?
-->Does the chinese stealth suit work and make a stealth character viable?
2)Couldn't find it in the readme or posts, is sleeping still an instanta cure?
3) Any chance you could include a 'Survival of the Fittest' or 'remove the stupidity' addon that includes raiders targeting and killing the NPCs in places that would never survive like Girdershade or Canterbury Commons? In fact I'd love to see a 'hostile take over' of the supply store in Megaton...that woman would never make it in PA world.
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No Name
 
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Post » Sun Oct 11, 2009 8:24 pm

Is this in an interior or exterior cell?


Interior cell only apparently.
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Tiffany Castillo
 
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Post » Sun Oct 11, 2009 10:25 pm

Mezmorelda,

First I want to say great mod! I have been wanting to try this for awhile and I am glad I did. I do have a couple issue and requests.

Perception seems to be off kilter. I have a per of 5 and not only can I notice enemies a very long distance in my HUD, but worse is when I was in Springvale school and the mobs upstairs acted like they could see me on the floor below. They would make the attack comments and then the battle music starts, then after a few minutes they would give up and it would stop. This happened over and over etc. Not sure if this is a known issue or not?

The next are two requests. I have added XFO's food mod to vary the rad/health benefits of food as they all seems to give the same low useless benefits in the plain setup. Is there any issue of the conflicting with your mod? I am also looking for a way to have more accurate weights to all the items in game. Finally, can you include something like RI sleep in FWE. The default 1 hour heals everything is, of course, silly.

Mostly though if you know of a fix/reason for my perception issue, please help!

Thanks again for an awesome mod!

Nemesis.
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Karine laverre
 
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Post » Sun Oct 11, 2009 11:54 pm

How do I get rid of the Free Play After MQ mod?
I just got broken steel and they appear to be conflicting.
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Kortniie Dumont
 
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