[RelZ] FWE - FO3 Wanderers Edition #7

Post » Sun Oct 11, 2009 9:26 am

Fallout 3 - Wanderers Edition (FWE)

Author: Many others + Mezmorki

Master Release 1 (MR1) and Version 5.0

Download @ FO3Nexus (Download): http://www.fallout3nexus.com/downloads/file.php?id=2761



*********************** 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.

Information in the readme / description below pertains to the new master release.

http://www.gamesas.com/bgsforums/index.php?showtopic=938059
http://www.gamesas.com/bgsforums/index.php?showtopic=951253
http://www.gamesas.com/bgsforums/index.php?showtopic=957452
http://www.gamesas.com/bgsforums/index.php?showtopic=963195
http://www.gamesas.com/bgsforums/index.php?showtopic=967796

*Note: This mod requires the Fallout Script Extender
Available Here: http://fose.silverlock.org/

*The Fallout Mod Manager (FOMM) is HIGHLY recommended for properly installing and troubleshooting FWE.
Available Here: http://timeslip.chorrol.com/fomm.html


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.


Overview

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

Richer Character Development
Developing a character requires careful attention to how you balance stats, skills, and perks. No longer can you be a master of everything by the time you are level 20. Leveling is slower, and choices of perks and skills are far more important. Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths. An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.

More Realistic + Lethal Combat
Weapons and attacks do significantly more damage, both to you and your enemies. Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator." Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.

Struggle for Survival
Getting injuries, particularly crippling ones, is no laughing matter. The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult. You can't lie down on the ground for an hour and wake up a fully healed individual. An optional "primary needs" feature requires you to eat, drink, and sleep or suffer grave consequences. All of this makes the wasteland a gritty, harsh, and demanding place.

Weapon and Armor Rebalance
Tweaks to leveled loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need to survive. Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive. Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.

Item + Loot Enhancements
Tweaks to loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need. Many new drugs have been added to the game world, item weights and properties tweaked, all with the aim of making the world more immersive and challenging.

Elimination of "Immersion Breakers"
A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game. The result is an experience that is more challenging and rewarding.


Master Release Readme:

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================FALLOUT 3 WANDERERS EDITION (FWE)================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%Version: Master Release 1 (MR1)Date: 2009.06.03Author: Mezmorki================================================================================Table of Contents--------------------------------------------------------------------------------0. Critical Information	- Requirements	- Contact + Feedback1. Overview2. Credits + Contributors	- Integrated mods + author credits	- Contributor credits	- Recommended Mods3. Installation	- Included Plugins		- Basic install instructions	- Load Order / Compatibility (FOIP)	- Frequently Asked Questions4. Detailed Description	- Character Development	- Combat	- Healing, Injuries, Necessitiesy	- Weapons and Armor	- Items, Loot, and Spawning	- NPC's and Followers	- Immersion + Miscellaneous	- Optional Mods	- DLC Support	- Fallout Interoperability Program (FOIP)	5. Licensing + Legal Information6. Changelog================================================================================Requirements --------------------------------------------------------------------------------The following files or utilities are required for using Fallout 3 Wanderers Edition.Fallout Script Extender (FOSE)> http://fose.silverlock.org/The Fallout Mod Manager (FOMM) (for setting the proper load order)> http://timeslip.chorrol.com/fomm.htmlFO3Edit - MasterUpdate (fixes mod conflicts with FO3 version 1.5)> http://www.fallout3nexus.com/downloads/file.php?id=637CALIBR mod (custom ammo compatibility)> http://www.fallout3nexus.com/downloads/file.php?id=3447CRAFT mod (work bench compatibility)> http://www.fallout3nexus.com/downloads/file.php?id=4447Fallout Interoperability Program (FOIP) for compatibility instructions and load order guides.> http://www.fallout3nexus.com/downloads/file.php?id=4968================================================================================Contact + Feedback--------------------------------------------------------------------------------Official Bethesda Forum> Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=983296> PM at: MezmoreldaFallout 3 Nexus> Thread: http://www.fallout3nexus.com/downloads/file.php?id=2761> PM at: Peekaboom%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================1. Overview================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game.  The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game.  Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package. FWE's development is guided by two objectives.  The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options).  This includes making combat faster paced, exciting, and more player-skill based.  The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options.  Both these objectives aim to increase the replay value of Fallout 3.Key areas of change in the mod include: :::::: Richer Character Development Developing a character requires careful attention to how you balance stats, skills, and perks.  No longer can you be a master of everything by the time you are level 20.  Leveling is slower, and choices of perks and skills are far more important.  Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths.  An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.:::::: More Realistic + Lethal CombatWeapons and attacks do significantly more damage, both to you and your enemies.  Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator."  Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.:::::: Struggle for SurvivalGetting injuries, particularly crippling ones, is no laughing matter.  The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult.  You can't lie down on the ground for an hour and wake up a fully healed individual.  An optional "primary needs" feature requires you to eat, drink, and sleep or suffer grave consequences.  All of this makes the wasteland a gritty, harsh, and demanding place.:::::: Weapon and Armor RebalanceWeapons and armor are all rebalanced so that everything has a potential use and benefit.  There are real trade-offs to using one armor over another.  Weapons have been completely rebalanced, so many weapons you'd never use now can serve a purpose.  Once worthless armors now can now make a difference between life and death.  Power armor has been revamped to be more beneficial while still remaining balanced.:::::: Item + Loot EnhancementsTweaks to leveled loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need to survive.  Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive.  Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.:::::: Elimination of "Immersion Breakers" and free hand-outs.A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game.  The result is an experience that is more challenging and rewarding.  %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Credits, Contributors, Recommendations================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Integrated Mods--------------------------------------------------------------------------------Fallout 3 Wanderers Edition is the result of a massive compatibility and conflict resolution activity.  In addition to providing new content itself, FWE hinges on successfully integrating over 50 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game.  The following list contains the mods and authors that were utilized, integrated, modified, or were a source of inspiration for FWE.................................................................................0h Followers - Hire by Charisma and Karma		Jalor10mm assault rifle				Lucien834Action Point Recharge				The Kitchen SinkAlternative Power Armor Training			GryphonAlternative Starts				KhetAmmo Weight Mod				AnT01Auto Aim Fix - Headshot Edition			rlilewis Better Companions				RasanaBetter Living Thru Chemistry			O Captain My CaptainBook Perks				KeleniusCaravan's Upgraded				Da MageClassic Fallout Weapons			War1982DAV - Weighted Ammo Weight			poncratiasDK Bullet Time				DunderklumpenExplosive Entries				LapExplosive Explosives				MalakaiusFall Damage				AzarFallout Balance Overhaul (XFO)			Xodarap777Fast but dramatic VATS			JayFDA Mod					LugaruFF Interactive Bobbleheads			FritZ_FretZFree Play After Main Quest			DJ_Kovrik & ZalmoxisHaldurs Improved Workbench			HaldurIncreased Movement Speed			SplitSoulKarma Revamp				BrazucaLocation Damage				MefiuMFO					decoy catfishMiscellaneous Items Weight			RaptreMissing Unique Armor and Clothing		Galahaut and Sanguine AssassinMissing Unique Weapons			Galahaut and Sanguine AssassinMR Armor Rebalance				MoonracerNo Bobble Head Effects			MakagulfazelNo Fast Travel				Lord_SantaNo Tracers					taylorsdPersistent Skill Books				TukkaPointiac					ShabadorPortable Laboratory + Infirmary			FritZ_FretZPrimary Needs - Addendum			FritZ_FretZProjectile Fix				joefoxxRadiation RevampP				hantomSpaceman + spineynormanRealistic Chems				Zer0MorphRealistic Explosions 				Zer0MorphReneers Invisible Karma			ReneerRepair Rethought				VochaRespawn Timer				AcleaciusRI Healing (partial)				K.SchenkRI Primary Needs				K.SchenkSelected Containers Respawn			JustinOtherSkill Based Hacking & Lockpicking		AlystinSlower Backpedaling				LorkSprint Mod					LorkT3T's Weapon Rebalance			The 3rd TypeTriage					Kearsage================================================================================Contributors--------------------------------------------------------------------------------A number of individuals have helped extensively with the development of FWE and deserve special recognition.  This includes:Fritz_FretZ ::: For providing invaluable feedback, development time, troubleshooting, and always appreciated advice!EliminsterAU ::: For helping troubleshoot and provide technical feedback on FWE's development.================================================================================Recommended Mods to Use with FWE--------------------------------------------------------------------------------A number of other mods were used alongside FWE during it's development. Using these mods in conjunction with FWE is HIGHLY recommended.  These mods are not included in FWE for a number of reasons, including: being complex mods in their own right; the authors did not wish their works to be included; or the mods addressed different aspects of Fallout 3 and were not appropriate to include in FWE. Recommended mods include:Darn's UI ..................................... by Darn > Overhauls the entire in-game menu system, getting rid of console-itis in the process> http://www.gamesas.com/bgsforums/index.php?showtopic=929918&hl=darnifiedUnofficial FO3 Patch .......................... by Quarn> Fixed numerous bugs in Fallout3> http://www.fallout3nexus.com/downloads/file.php?id=3808Martigen's Mutant Mod ......................... by Martigen> Adds new monsters and variations, increases number of spawns, and more.  This is an ESSENTIAL mod to be used along side FWE.> http://www.fallout3nexus.com/downloads/file.php?id=3211Weapon Mod Kits ............................... by Antistar> This mod adds new "mods" to the game, like scopes and laser sights, that you can attach to most of the original weapons.	> http://www.fallout3nexus.com/downloads/file.php?id=3388Robco Certified ............................... TheTalkieToaster   > Perk tree allowing you to build + command robots.  Makes the science skill more important.> http://www.fallout3nexus.com/downloads/file.php?id=712Wasteland Whisperer ........................... TheTalkieToaster   > Perk tree allowing you to tame + command animals.  Makes the speech skill serve a purpose.> http://www.fallout3nexus.com/downloads/file.php?id=1610%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Installation================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Incuded Plugins--------------------------------------------------------------------------------:::::: FO3 Wanderers Edition - Main File.esmThis is the main file for FWEThe following optional or compatibility plugin's are located in the "FWE Support\Optional Mods folder" of your Fallout 3\Data Folder.:::::: FO3 Wanderers Edition - Optional Free Play After MQ.espThis mod should not be used with the Broken Steel DLC.  If not using Broken Steel, it allows the game to continue aftet the main quest is complete.		:::::: FO3 Wanderers Edition - Optional No Fast Travel.esp	Disables fast travel for the hardcoe player:::::: FO3 Wanderers Edition - Optional VATS Halftime.esp:::::: FO3 Wanderers Edition - Optional VATS Realtime.espTwo alternatives VATS setups (see the VATS section in the detailed description below).  ================================================================================Basic Insall Instructions--------------------------------------------------------------------------------Please follow the install instructions carefully:1) Download both the "Main Files" package and the "Assets" package from Nexus website2) Extract both files to your Fallout 3 "data" folder.  The archives are ready to be made into FOMODS using FOMM (Fallout Mod Manager) if that is your thing.3) Ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.4) Adjust the load order of loaded mods according to the suggested load order guide (below) using FOMM or another load-order tool.  Ensure that the "FO3 Wanderers Edition - Main File.esm" is loaded towards the top of your mod list.5) Move any desired optional files from the "FWE Support\Optional Mods" folder to your root "Fallout3\data folder". 5) FWE will work with prior versions of Fallout 3 using (for instance) the fake patch as well as the current version of Fallout.  If using the version 1.5 (or presumably later), you will need to download and use the FO3Edit MasterUpdate patch (see link at the top of this readme under "requirements")6) You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.When you start a new game, after the opening video, you will find yourself in an empty shack and not in Vault 101 per the normal game.  This is the opening conditions from the "Alternative Start" mod.  There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, race, and your "history."  The different histories determine where you start the game and what equipment you have.  While setting up your character, a number of scripts will be initializing in the background.  The primary needs scripts in particular will eventually prompt you to define the configuration settings.  See the "RI - Primary Needs readme.html" readme in the mod-readme folder for more information.After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!================================================================================Load Order / Compatibility / Fallout Interoperability Program (FOIP)--------------------------------------------------------------------------------Compatibility between FWE and other popular mods such as Mart's Mutant Mod and Weapon Mod Kits is addressed through the Fallout Interoperability Program.  "Compatibility Patches" (CP's), installation, and load order instructions can be accessed via the FOIP page here:FOIP @ FO3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4968Suggested Load Order for using FWE, MMM, and WMK:.............Fallout3.esmAnchorage.esmThePitt.esmBrokensteel.esm.............CALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esm.............DarNifiedUIF3.esp.............FWE Optional Modules.............WeaponModKits.esp.............WeaponModKits - FWE-M.esp.............Mart's Mutant Mod.espMart's Mutant Mod - Optional Modules.............Mart's Mutant Mod - FWE-M.espRefer to the FOIP page (above) for more guidance or assistance with load order.================================================================================Frequently Asked Questions--------------------------------------------------------------------------------:::::: Why use FWE versus downloading the mods individually?Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are.  In addition, it provides a consistent reference for rebalancing the gameplay experience.:::::: Will FWE work with patch 1.5 and/or Broken Steel?Yes, provided you use the FO3MasterUpdate utility (http://www.fallout3nexus.com/downloads/file.php?id=637).:::::: Can I upgrade to this version from the non-mastered version and continue using the same character?Unfortunately you cannot.  A non-mastered (non-merged) version of FWE is available for use with existing FWE characters.:::::: Why does the game crash when it tries to load the main menu?This is usually the result of an installed looking for a required master file which is not present.  For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup.:::::: Can I use "such and such mod" with FWE?FWE changes many aspects of the game, and compatibility is always an issue.  The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.:::::: One of the integrated mods has been updated, will you update the version in FWE to this newer version?This is always a tricky question, and the answer is that it depends.  In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult.  In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Detailed Description of Changes================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%FWE makes changes to a broad range of gameplay elements.  This includes:- Character Development- Combat- Healing, Injuries, Necessitiesy- Weapons and Armor- Items, Loot, and Spawning- NPC's and Followers- Immersion + Miscellaneous- Optional Mods- DLC Support- Fallout Interoperability ChangesThe following section describes these changes, credits the source of these changes in the case of integrated mods, and highlights and special usage options, requirements, or other details.================================================================================Character Development--------------------------------------------------------------------------------Changes to the character development include changes to S.P.E.C.I.A.L, skills, perks, level advancement, and a number of other improvements.  The intention of these changes is to foster more diverse character types and eliminate the inevitability of becoming a "master of all trades" as seen in the unmodded game.  Leveling / Experience.................................................Adjusted the experience formula for a slower level/pacing experience.  You will now require roughly three times as much experience to level up.Tweaked the experience rewards.  You'll receive more experience from exploration but less experience from easier lockpicking, hacking, and other feats.S.P.E.C.I.A.L.................................................SPECIAL's are balanced to be more important, and to make choices between which attributed to increase more important and have greater consequences.All specials now provide +3 to their associated skills (was +2), but skills only start at 5 [credit: Pointiac].Each point of strength increase carry weight by +25 (was +10).  Base carry weight reduced to 25 (was 150!).  You can now carry more weight if you are super strong (strength 9 or 10) compared to the vanilla game, but less weight for other strengths.Perception now provides a penalty (below 5) or bonus (above 5) to weapon accuracy [credit: XFO].Endurance only provides +15 hit points per point (instead of +20).  However, hit points only increase by +5 per level, so endurance is relatively more important.Charisma provides a small penalty (below 5) or bonus (above 5) to NPC disposition depending on your charisma [credit: XFO].  Additionally, higher levels of charisma will allow you to take on more followers [Credit: 0h Followers].Intelligence only provides an extra skill point for every two points of intelligence [credit: Pointiac/XFO]. Each point of agility provides +10 action points (was +2).  Base action points is 20 (was 65).  You get more action points with higher agility (8+) compared to vanilla.SPECIAL bobbleheads no longer provide +1 to their associated stat [Credit: No Bobble Head Effects].  Skills.................................................All skills start at 5.Tagged skills provide an immediate +10 bonus.  Each point spent raising tagged skills during level up raises that skill by two.Gain 10 skill points at level up (plys 1 per two point of intelligence)Skill bobbleheads now only provide +5 skills (instead of +10).:::::: BarterBarter settings tweaked to make higher levels of barter skill much more useful.  At 100 skill you can trade with an equal exhange.  With very low barter skills, items are significantly more expensive.:::::: Lockpicking & Science [credits: Skill Based Hacking + Lockpicking]A new skill based lockpicking and hacking option has been implemented . A message box will allow you to bypass the mini-games and the skill requirement check.  This allows you, for instance, to open a level 50 lock with less than 50 in lockpicking.  However, the chance of an unsuccessful attempt get's higher, along with breaking bobby pins or jamming the lock.  The mini-games can still be played normally as well.:::::: Repair / Bypass modulesA new hacking alternative, which uses bypass modules and your repair skill, can be used to attempt to break into terminals.  The bypass modules are created by obtaining up to three schematics (four are hidden in the game world; think about placed with people who might use these). Bypass modules are made from 1 sensor module, 3 microfusion cells, 1 wonderglue, and 1 camera combined at the workbench.  Obtaining additional schematics will improve the quality of your built bypass modules.  Creating a new bypass module will also upgrade any order versions of the modules that you might have.When you have a created bypass module and you attempt to use a locked computer terminal, you'll be prompted to "activate" the terminal normally or "Use bypass module."  Success with the bypass module is based on your repair skill (not science) and there is a chance you'll overload your bypass module (breaking it) and locking-down the terminal if your attempt fails.  :::::: Explosives Integrated Lap's Explosive Entries mod, which prompts you with an option when activating a locked object to use an explosive (grenade, mine, etc.) to attempt to breech the lock.  :::::: Stealth [credits: XFO]Sneak settings are tweaked.  The weight of armor begins to have a significant detrimental effect on your sneak abilities with armors over 10 weight.  Sneaking is now more realistic in that you can rarely remain hidden when someone is looking straight at you.The sneak messages (i.e. detected, caution, hidden) are removed from head's up display, making sneaking more challenging.  Use your compass to assess when enemies are moving more to search for you.:::::: MedicineThe medicine skill is more important for healing, especially treating injured limbs (see the Healing + Injuries section for more information).Perks .................................................Perk Rebalance [credits: XFO]Makes a number of balance changes to perks, and rewards players that focus their perk advancements to make a more specialized character.  See XFO_Readme.html for additional details.Intense training perk limited to 6 ranks.Educated how has 2 ranks, each providing +2 skill points per level.Integration of the Book Perks mod (by Kelenius). - After reading a certain number of books, you'll get a perk instead of the normal skill increases.  The perks provide some fun bonuses.  - There are five levels for each skill (7 with comprehension).  - The skill requirements have been tweaked to be a little more forgiving given FWE's reduced skill point pool.  Karma.................................................Karma Revamp (by Brazuca)- Increased the range for neutral karma, making very bad and very high karma levels harder to obtain.- Lots of tweaks to the karma gains/losses for performing certain acts.  See the Karma Revamp readme for details.Hidden Karma Messages [credits: Reeners Invisible Karma]- Mod hides the annoying karma messages that pop up all the time.Alternative Starts (by Khet).................................................This mod adds over 20 alternative starts to the normal game and bypasses the original Vault 101 sequence.  Each starting condition determines your relationship to the various in-game factions, and determines your starting location, equipment, and stat/skill bonuses or penalties.  Some of the histories will make the early game experience easier, some can make it much harder, but ultimately it helps get you in the roleplaying spirit!This mod has been tweaked moderately in FWE for better balance.  The starts no longer provide overly advantageous bonuses, others receive better starting equipment, etc.  See the included "FWE - Alternative Start Histories.txt" file for details on the different starts.================================================================================Combat--------------------------------------------------------------------------------The combat changes adjust a number of "game settings" to make combat behave and function more like a true FPS, as well as making combat more dynamic and challenging.  This segment of changes was heavily inspired by changes in other released overhaul mods (including XFO + MFO in particular).  Other mods expand the range of options at your disposal in combat, to provide a more diverse combat experience.Damage + Accuracy.................................................Accuracy- Auto-aim settings tweaked to yield a more genuine FPS feel [credit: Auto Aim Fix ? Headshot Edition].- Accuracy (weapon spread) is affected significantly by weapon skill (base is .9 versus original of.5; skill multiplier is -.009 versus original of -.005)- Accuracy (weapon spread) is affected by weapon condition (-0.4 versus original of 0).- Effect of strength is greater for Melee and Unarmed damage.- Running and crouching have a more significant reduction and improvement in accuracy respectively.Damage- Damage is only slightly effected by weapon skill now at .3 (was .5).- Weapon condition has a slight effect (20%) on weapon damage.- Base damage is increased significantly across the board for all weapons to 1.45 (was .5)Wounding.................................................Increased Falling Damage (by Azar) greatly increases the damage taken from falling.Locational Damage (by Mefiu)- Arm damage reduced to 15% (was 100%)- Leg damage reduced to 20% (was 100%)- Headshots are 200% damage for both the PC and NPC.  Watch out!- Limb damage changes apply equally to the PC and the NPC.These changes, in conjunction with an increased limb damage rate, means limbs are more likely to be crippled, but less likely to reduce the overall health of the target.Location damages have been tweaked for many creature/NPC types.  For example, super mutants are less affected by headshots (125% bonus) while things like ghouls require headshots to effectively take down.Reduced Limb Explosions / Dismemberment [credits: XFO].  The chance that limbs explode or fly off is reduced to 10%.  Was 75% and 50% respectively in vanilla.VATS changes.................................................Action points restore twice as quickly [credit: ction Point Recharge Rate Pack]. Action points are now used for VATS firing, the bullet time mod (see below), and the sprint mod (see below).Hit location %'s are tweaked different body parts, making certain areas harder or easier to hit on different enemy types.Weapon degradation in VATS is that same as out of VATS (was 5x)Distance to the target is less detrimental to VATS accuracy than in the original game (i.e. you can be accurate further out in VATS) provided you're weapon skill is high enough.There are now three VATS options controlling relative speed and player damage by using the VATS_halftime or VATS_realtime optional plugins::::::: Default VATSVATS speed and 100% VATS Damage:::::: VATS_halftime (optional)VATS speed is 50% of realtime.  Players and NPCs/creatures move close to the same speed in VATS, and players take 75% damage in VATS.:::::: VATS_realtime (optional)VATS speed is nearly full realtime, with players and NPCs/creatures moving at the same relative speed.  players take 66% damage while in VATS.Equipment Tweaks.................................................Weapon Condition- Reduced equipment condition degradation [credit: XFO].  Damage to weapon and armor condition is roughly halved.- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.- When reloading, there is a chance the weapon will jam.  1% at 50% condition, to 25% at 10% condition.Explosions- Explosion damage radius increased noticeably for most explosion types [credit: Realistic Explosions]- Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.- Explosive "ammo" (i.e. grenades, thrown grenades, mines) are targetable in  and out VATS [credits: Explosive Explosives]Movement.................................................Moving backwards is slower and dependent on agility.  Characters with high agility can move backwards closer to normal speed [credits: Slower Backpedaling].Movement speeds increased by 10% for everyone at all speeds.Bullet Time (by Dunderklumpen).................................................New feature that allows you to slow down the game speed for a brief period of time.  An in-game configuration menu (the bullet time tool) allows you to set your keybinding and adjust the settings.  You're action points slowly drain down while in bullet time mode.FWE adds TWO new perks that relate to bullet time mode.  These perks further slow down the time speed and reduce the action point drain.  NOTE!!  If you manually change the slowdown effect or AP drain using the configuration tool, it will override the changes imposed by having the new parks.Sprint Mod (by Lork).................................................The sprint mod allows you to hold down a customizable key to "sprint" for a short distance.  Sprinting drains your action points and required putting away your weapon.  It provides a big advantage for melee characters or those in lighter armor, as you can close in to your foe quicker or better incoming avoid fire respectively.A new perk allow you to sprint with your weapon still unholstered.  Another new perk allows you to smash into and knock down opponents while sprinting.This mod has been slightly tweaked under FWE to account for adjustments to the carry weight and action point pool.================================================================================Healing, Injuries, Necessities--------------------------------------------------------------------------------Crippled Effects.................................................Crippled injuries are more severe and influential [Credit: RI - Healing]- Wounded arms results in greatly reduced weapon accuracy.- Cripple leg movement speed reduced significantly (40% with one leg, 20% with two broken)- Crippled torsos results in a random chance to stagger and fall over and reduced endurance.- Crippled heads induces a nasty blurring effect to vision and concussion (reduces PER).Damage multiplier to crippled limbs increased to .66 (was .5)Triage (by Kearsage).................................................This mod changes how you heal limbs and recover from injuries.  New perks (Wasteland Doctor and Wasteland Surgeon) provide ways to effectively heal yourself.  Having a higher medical skill is far more useful compared to the vanilla game.  Refer to the included Triage readme for more information, but briefly healing works like this:You are no longer able to apply stimpaks directly to injured limbs, but instead use the triage menu item (under the armor tab) to open the healing options. Essentially there are three healing options::::::: First-Aid- Used without the doctor or surgeon perks or when in combat.- Restores crippled limbs by regaining +5 condition.- Requires brace (for limbs) or surgical supplies (for head/chest injuries) with no chance to recover the brace/supplies.:::::: Triage- Used with doctor or surgeon perks when out of combat- The surgeon perk is required to triage chest and head injuries.- Restores crippled limbs to full condition from crippled status over time (100 seconds with doctor perk, 50 seconds with surgeon)- Requires brace / surgical supplies with a chance to recover dependent on your medical skill.:::::: Injured Limb Healing- Used with doctor or surgeon perk when out of combat to heal limbs with over 5% health (i.e. not crippled)- Restores injured limbs to full condition- Does NOT require brace / surgical suppliesRadiation.................................................Faster Radiation Gains [credits: XFO]- Radiation accumulated 5x the normal rate- Swiming and wading increases rads even faster- Radiation no longer decays over time, you have to use rad-away or visit a doctor to reduce it.More severe radiation sickness effects [credits: Radiation Revamp]- You suffer more SPECIAL penalties and other ill effects from increasing levels of radiation poisoning.- At higher rad levels, you begin to glow with radiation!Primary Needs (by K.Schenk and FritZ_FretZ).................................................FWE features a fully customizable (and disable'able) primary needs mod for hunger, thirst, and sleep.  In addition to controlling how often (and how much) you need to eat, drink, or sleep, the mod also controls how sleeping affects health recovery, and how food and water restores health (or not).When the game loads, the configuration menu will run.  You can also re-access this menu by HOLDING the keypad enter key for a few seconds.  The configuration menu allows you to choose health recovery and food/drink options.  By default, you heal health slowly overtime (based on endurance and strength) and you cannot heal crippled limbs from sleep.  Food provides some mild healing effects, but water provides none.  You'll need to sleep on average 8 hours per day.  The configuration menu allows you to adjust any of these conditions, as well as tweak the "rates" that control how often and how much food, drink, or sleep you need.  Setting these rates to ZERO will effectively disable the primary needs module for those who do not wish to use it.The mod also adds a portable bed roll, a water purifier, and cooking oven, and a portable wonder meat maker.  Refer to the "RI - Primary Needs readme.html" and the "FWE_PN_Addendum_ReadMe.txt" file in the mod readme folder for more details.================================================================================Weapons + Armor--------------------------------------------------------------------------------Classic Fallout Weapons (by War1982).................................................FWE integrates a heavily tweaked version of Classic Fallout Weapons, which adds dozens of new weapons to the game.  New items appear in loot containers, on NPC's, and in vendor lists.  New ammunition types (CRAFT supported) are added to the game.  Notable weapons include the FN FAL, P90, 14mm Pistol, Tommy Gun, and many more.Weapons + Weapon Rebalance [credits: T3T's Weapon Tweaks].................................................Weapons (including Classic Fallout Weapons) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.All weapons are typically more accurate at a given skill level, bearing in mind that with lower weapon skills, you will still be quite in accurate with certain weapons.Projectile Weapons- Properties based more on "real world" physics.- The 10mm round does 20 base damage, and scales up (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.- The critical damage of projectile weapons is 50% the base damage.  Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.- The speed and range of projectile weapons has been tweaked.  Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further.  Pistol rounds are also slower, making them less effective over longer distances.- Automatic weapons have a greatly reduced durability to reflect their more temperamental nature.  Simpler weapons (like a .32 pistol) have higher durability.Energy Weapons- Energy weapons generally do more damage than originally.  Their crit damage and crit chance is higher than projectile weapons.- Laser weapons shoot very far, very fast, very accurately.- Clip sizes for most energy weapons reduced, forcing more reloads.- The durability of energy weapons is significantly reduced to offset their increased power.AP costs for all weapons tweaked.  You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.Missing Unique Weapons added to game, these are hand placed throughout the wasteland [credits: Missing Unique Weapons]Armor Rebalance + Additions.................................................Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].All armors are rebalanced and tweaked to improve the range of valid armor choices [credits: MR Armor Rebalance]- Many armors now weight far less and are well-suited to sneaky types.- Armors increasingly weight more for the amount of protection they provide.Power Armor Revamp [credits: XFO].  Power armor generally weighs more, but has a weight reducing effect (in addition to the strength boost) when equipped.  Makes it more difficult to sneak in power armor.  DR increased slightly.Repairing.................................................The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].- Many weapons and armor are now cross-repairable with logical counterparts.- Schematic-built weapons repairable with original parts- Clothing and leather armor repairable with fabric items and wonderglue- Weapons and metal armors repairable with scrap metal- Wooded stuff repairable with wooden stuff- Wrenches, hammers, and scissors now boost your repair skill if held in your inventory.Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].================================================================================Items, Loot, and Spawning--------------------------------------------------------------------------------Chem, Drugs, Medicine, and Food Overhaul.................................................Over 40 new ingestible items are added to the game, [credits: Better Living Through Chemistry and the FDAMod]- All new items are added to loot and leveled lists, and can be found throughout the wastelands.- New visual effects for many drugs.- Tweaked addiction and withdrawal effects.The duration of most drugs and chems increased to 600 seconds (in game time).Stimpacks heal now heal overtime.  Consuming multiple stimpacks does not let you heal faster, so watch out!Morphine and Ceremonial Herbs (added by FDAMod) now provide an "ignore crippled effect" property, letting you temporarily fight through crippling injuries.All chems and drugs now have weight.  The cost and value of many have been further tweaked.Revamped loot and vendor tables increases the rarity of most drugs, particularly stimpacks. [credits: XFO]"Placed" drugs have not been removed, so there are still some up for grabs but they will not respawn.Some "medicine" type chems are now addictive, including rad-x and radaway.Ammo OVerhaul.................................................Integration of the Weighted Ammo Mod (by AnT01)- Now you can't carry an entire ammo supply dump around with you (changed applied to new ammo types as well)- 0.01 lbs : Darts; BB Ammo; 5mm- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell - 0.05 lbs : 44 Magnum; .308 Caliber; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel; Rail Spikes- 0.10 lbs : Shotgun Shell; Mesmetron Cell- 1.00 lbs : Missile - 3.00 lbs : Mini Nuke- The weight of different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight].  Helpful when estimating how much you need to lug around.Miscellaneous Items.................................................The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].Various items of medical equipment now provides a bonus to your medicine skill when contained in your inventory.  These include:- Bonesaw (+3 medicine)- Scalpal (+3 medicine)- Forcepts (+2 medicine)- Tweezers (+2 medicine)Spawning / Respawning.................................................Many containers throughout the game that did not respawn now do, particularly in areas where NPC's are likely to respawn (like camps and hideouts) [credits: Selected Containers Respawn].The gobal respawn timer has been increased to 7 days.  Note: Use Mart's Mutant Mod to control zone and cell respawning.Vendors now respawn independently of the global respawn.  They now respawn every 2.5 days.================================================================================NPC's + Followers--------------------------------------------------------------------------------The health formula for NPC health is the same as for the player character.  Previously, NPC's had a minor health penalty.  Companion / Follower Improvements- Companion stats slightly improved to compensate for the extra challenge [credits: Better Companions].- Companion default weapons now require ammunition- Companions set to essential.- The essential revival timer is set to 90 seconds (from 10).  Once your companions are down n combat, they will likely be out of action for the remainder of the fight.- You can now have multiple companions based on your karma [credits: 0h Followers]Improved Caravans [credits: Caravan's Upgraded]- The trade caravan's now have four unique guards per caravan, armed with a diversity of equipment.- The original mod is modified so carvan's no longer respawn if killed. ================================================================================Immersion + Miscellaneous--------------------------------------------------------------------------------The global timescale changed to 1:5, so that 1 real-life minute equals 5 in-game minutes.  This means that it takes 12 real-life minutes to equal 1 in-game hour, compared to the vanilla setting of 1:30.Integration of FF Interactive Bobbleheads (by Fritz_Fretz), which allows you to move bobbleheads around and adds a portable bobblehead stand that is available for purchase. Integration of FF Portable Laboratory + Infirmary (by Fritz_Fretz). This mod adds a purchasable lab and infirmary to the game, so you can get those services even if you don't live in Megaton or Tenpenny tower.  New models and great scripting make this a very useful addition..Persistent Skill Books (by Tukka).  Makes it so skill books no longer disappear after reading them.  Now you can build a library with something other than burned books!  This works with the Book Perk mod as well.Integration of Projectile Fix (by jayfoxx)- Changes the mesh and texture for bullets to match the actual caliber/type of round being fired.  Nice effect in the VATS sequences.- Also removes the tracer effect from bullet firing weapons.  Makes it more realistic and harder to tell where from you're being shot.Alternative Power Armor Training (by Gryphon)This mod adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route.  This is essential for starting histories that don't let you follow the normal main quest.  For spoilers, see the "Power Armor Training" readme's.================================================================================Optional Mods--------------------------------------------------------------------------------Other optional mods are stored in the "data\FWE Support\Optional" Mods folder.FO3 Wanderers Edition - Optional No Fast Travel.esp (by Lord_Santa).................................................Disables fast travel.  Love it or hate it, this is a quintessential immersion mod.  With all of the other changes presented thus far, nothing beats having to drag yourself half dead and limping, fresh out of stimpacks, and chased by a horde of wasteland scum back to the safety of some nearby hovel.FO3 Wanderers Edition - Optional Free Play After MQ.esp (by DJ_Kovrik & Zalmoxis).................................................Allows you to continue playing after the main quest is over, provided you lived through the end sequence.  Do not use with Broken Steel.================================================================================Downloadable Content (DLC) Support--------------------------------------------------------------------------------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.  Other 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 left to resolve.================================================================================Fallout Interoperability Program (FOIP)--------------------------------------------------------------------------------Refer to this page for more information: http://www.fallout3nexus.com/downloads/file.php?id=4968This release of FWE contains two additional .esp files for use in conjunction with Mart's Mutant Mod and Weapon Mod Kits.  These files will also be available from the FOIP page.  The compatibility patches implement minor tweaks and changes to resolve conflicts and better balance the experience.Mart's Mutant Mod - FWE Master Release.esp.................................................This patch contains MMM's Zone's Respawn and Increased Spawns.  You can use any of the other optional plugins, but the tougher traders plugin will override portions of Caravans Upgraded that is included in FWE.:::::: WeaponModKits - FWE Master Release.esp.................................................Compatibility patch for the "Weapon Mod Kits" mod changes a few things about the original mod.  You can no longer mod unique weapons.  T3T's weapon tweaks adds a number of new models and functionality to most unique weapons, which is not compatible with the mod'ed varieties.  The effects of the mod kits have been adjusted, according to the following scheme: Mod kit durability- No increase in durability from installing mod kits.Extended Clip- Doubles capacity (typically)- Value: 25 capsAutoFire- Allows automatic firing (firing rate typically increases, duh)- Increases minimum spread by 20%- Increases spread by 50%- Value: 75 capsLaser Sight- Reduces minimum spread by 25%- Reduces spread by 25%- Action point cost reduced by 15%- Critical chance multiplier increased by 25% (i.e. 1 goes to 1.25)- Value: 50 capsScope- Typically halves your zoom FOV- Reduces minimum spread by 25%- Reduces spread by 25%- Maximum range increased by 50% (note this only effects AI engagement range)- Value: 75 capsSilencer- Reduces base damage by 10%- Increases minimum spread by 20%- Increases spread by 20%- Halves minimum range (affects AI only)- Reduces critical damage by 10%- Doubles the original critical chance multiplier (i.e. 1 goes to 2, bonus from sight added after)%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Licensing + Legal Information================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package.  FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.If you have any questions, please contact (PM) me at the Official Bethesda forums (user id: Mezmorelda) or on the Fallout 3 Nexus forums (user id: Peekaboom).%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Changelog================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%:::::: Master Release 1 (MR-1)Released on June 3rd, 2009Refer to the "Prior Changelog" file for information on previous changes to the non-mastered (merged) release of FWE.

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NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Sun Oct 11, 2009 2:38 pm

Just my 2c.

It seems that the stock(normal fo3 weps) are very overpowered compared to the FOOK weps...

I will have an g36c or what ever... the US assault rifle... shoot that down range and have 100% hits on the target...
I use the FOOk g36k(or what ever, the one with the scope built into it), and next to none hit...

Same for rifles... the hunting rifle down range is like 100% hit...
the LA1 or what ever will maybe have 50%... it has heaps more spread...
Also the hunting rifle does a lot more damage, which doesn't make sence as the LA1 uses a bigger round...
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Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Sun Oct 11, 2009 11:28 am

Another question popped into my head.

How will this mod interact with Broken Steel when it comes out? There will undoubtedly be conflicts between the Free Play After Quest portions, not to mention the new level cap and prerequisite perks. Will there be a new mod to integrate Broken Steel into FWE, or will it be ignored? I'm curious as to the future outlook.
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A Lo RIkIton'ton
 
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Joined: Tue Aug 21, 2007 7:22 pm

Post » Sun Oct 11, 2009 7:45 am

Who knows? Broken Steel isn't out yet, so we can only speculate. Is there a list somewhere of the expected features? Prefererably without spoilers? ;)
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Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Sun Oct 11, 2009 7:36 pm

Just my 2c.

It seems that the stock(normal fo3 weps) are very overpowered compared to the FOOK weps...

I will have an g36c or what ever... the US assault rifle... shoot that down range and have 100% hits on the target...
I use the FOOk g36k(or what ever, the one with the scope built into it), and next to none hit...

Same for rifles... the hunting rifle down range is like 100% hit...
the LA1 or what ever will maybe have 50%... it has heaps more spread...
Also the hunting rifle does a lot more damage, which doesn't make sence as the LA1 uses a bigger round...


Yes, there are issues such as this with running FWE and FOOK together. Unfortunetly, time constraints have meant that getting a properly balanced set of compatibility patches with FOOK hasn't happened just yet.

If anyone is up to speed on FO3 Edit and wants to help out with FWE - FOOK interoperability, I'll take resume's =)

Another question popped into my head.

How will this mod interact with Broken Steel when it comes out? There will undoubtedly be conflicts between the Free Play After Quest portions, not to mention the new level cap and prerequisite perks. Will there be a new mod to integrate Broken Steel into FWE, or will it be ignored? I'm curious as to the future outlook.


If things are definetly broken with broken steel (not pun intended) regarding FWE, I'll do what I can to fix it. I'm not keen on GFWL, it makes things trickier. In the end I may rely on someone who is willing to help out making patches for the DLC.
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Charleigh Anderson
 
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Joined: Fri Feb 02, 2007 5:17 am

Post » Sun Oct 11, 2009 9:33 pm

Yes, there are issues such as this with running FWE and FOOK together. Unfortunetly, time constraints have meant that getting a properly balanced set of compatibility patches with FOOK hasn't happened just yet.



And thats why I have yet to make a final call on getting F.O.O.K again, as F.W.E is a must, and it seems that some guns just didn't act right, for me I didn't see what F.O.O.K really added, besides a few guns and some armor re-textures. I mainly used the .32 anyway.
I have to start from scratch anyway, so I just want to have a list of things I need so that I can just D/l Install and play.

how hard would it be for me to change the damage of the 10MM to the same as the .32 untill you have time to adjust it?
a 10MM should be close to a .40 in size, weight and power?

I forget, does the stock game have a .50 AE?

I may just stick with F.W.E/W.M.K and M.M.M for the major ones, as there is already a great deal of guns in the game, and wait untill F.W.E and F.O.O.K can play nice with each other.

This is my planed mod list, and should work out well, if not tell what I have to remove to make things work, hopefully I did my hmw work right and all those will work with out problems.

F.W.E
M.M.M
W.M.K
B.A.B.E / + armor meshes
Magic hand
Darkness Real eyes
DIMONIZED presets for Vanilla races V1dot3
Fairfax Apartment
Fallout 3 Saram Hair
Fellout - The Fallout 3 Weather Overhaul
Greenerworld
Hair Pack
Hair Pack Retexture
Josef Greys Kozaburo Hair Style for Fallout 3
Josef Greys Makeup Face Retexture - PLAYER ONLY VARIANT
Kabraxis _ Female Sephiria _ Optional Face Texture
MTC Wasteland Travellers
RobCo Certified
Rune Immersion Sound Modification
Some Poses
Whiter Teeth
Yellow killer
4Aces TexMesh
Hi-Res Weapons v3
Terrain pack




Fallout Interoperability Program - FOIP
Fallout mod manager
FOSE v1_1 beta 4
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kennedy
 
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Post » Sun Oct 11, 2009 1:03 pm

You know your long list of beauty mods are going to overwrite each other and do moot right?
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Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Sun Oct 11, 2009 6:34 pm

how hard would it be for me to change the damage of the 10MM to the same as the .32 untill you have time to adjust it?
a 10MM should be close to a .40 in size, weight and power?


Not hard at all. If you have the GECK or FO3Edit, just open up the .esp and find the entry for the 10mm, change the damage, save and close. You might also tweak the damage for the WMK weapon versions in the FOIP patch.

Just for reference, I'm mostly through the weapon re-balance. The first round is done but I need to update the WMK patch with the new values, which is really tedious and time consuming. In any case, I've set the base damage for the 10mm at 20. Bullet projectile weapons range in damage from about ~15 up to 75 (for the .308 round, which remains unchanged from proior FWE versions). However, the global damage levels for guns is dropped slightly. The net effect is that that many of the lower calibur weapons actually do a little more damage, and the higher calibr weapons a little less. Here are some interesting tidbits:

- To balance the increased damage of automatic weapons, the max durability for auto's has been reduced quite a bit. Automatics are awesome, but you'll need to keep them well repaired to get them to work consistently. AP costs have been increased modestly for automatics as well. Also, simplier weapons (i.e. non-combat shotguns, revolvers, etc...) have the highest durabilities, as presumably there is less stuff to break.

- The critical damage for bullet weapons is set generally to half the base damage value (was 100%). Weapons using rarer ammo types (i.e. .44 mag, the 4.57 caseless in G11, etc...) retain the full 100% crit damage to give them a little boost to compensate for their rarity.

- Projectile velocities and max ranges adjusted based more on the type of round. Pistol rounds are going to be slower, and you can't shoot them over huge distances. For the pistol rounds, I've set the max range to the max VATS range. This means, if you're trying to shoot someone with a pistol across the Potomic, and you can't VATS target them, then the pistol is out of range. Also, the slower round speeds make it a little harder to aim pistols over long distances.

- Laser weapons do a lot more damage, have double crit chance, and do full 100% crit damage. However, the durability is significantly reduced for laser weapons. Coupled with the rarity of their ammunition, it should work out pretty well.

- Working on some streamlining of the repair system, removing illogical repair items and adjusting others as needed.

Cheers!
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Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Sun Oct 11, 2009 8:55 pm

You know your long list of beauty mods are going to overwrite each other and do moot right?



what ones?

I know that these work with no problems.

Darkness Real eyes ( should not affect other beauty mods )
DIMONIZED presets for Vanilla races V1dot3 ( just more presets )
Hair Pack ( the main hair pack )
Hair Pack Retexture (is the retexture for the hair pack )



This is for me own personla use on a custom race I plan to make later

Kabraxis _ Female Sephiria _ Optional Face Texture

And these are not that big of a deal
Whiter Teeth ( but I don't see how it would cause any problems )
Josef Greys Makeup Face Retexture - PLAYER ONLY VARIANT ( not sure here )
Josef Greys Kozaburo Hair Style for Fallout 3 ( but I thought I had it working with the other packs before I wiped my HDD )
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KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Sun Oct 11, 2009 11:17 am

You Still should do a Fo3edit checkup to see if the hair records aren't being overwritten (at least those that come with esps), if the dimonized races are getting their extra hairs from hair pack....
Seriously, tactful fo3edit-fu solves many problems.
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Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Sun Oct 11, 2009 10:26 pm

Insted of me contuining to de-rail this thread I will just PM you.
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xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Sun Oct 11, 2009 12:11 pm

I really like the balance changes you are planning, Mez! :goodjob:

Are the weapons of FOOK part of the rebalance (via the FOIP) or just the FWE ones?
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Kate Norris
 
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Post » Sun Oct 11, 2009 1:23 pm

Not hard at all. If you have the GECK or FO3Edit, just open up the .esp and find the entry for the 10mm, change the damage, save and close. You might also tweak the damage for the WMK weapon versions in the FOIP patch.

Just for reference, I'm mostly through the weapon re-balance. The first round is done but I need to update the WMK patch with the new values, which is really tedious and time consuming. In any case, I've set the base damage for the 10mm at 20.


Before I say anything else, I love F.W.E, and you have done a great job. the lsat version of F.W.E I had was from 3-4 weeks ago, and even then the balance was almost perfect IMO besides the 10mm, I could put 5-6 rounds at pretty much point blank range and only do 2-4 bars of hp damage, whiel the .32 was pretty much one shot.

Hmm just as a question, what is the base damage for the .32, if you know off hand, if the 10mm is set at 20, and the .32 set at lets say 30 and the 9mm set at 25 I will probly change things around a bit.
10mm 30
9mm 27
.32 25
and see how that goes, cause like I said the 10mm is close to a .40 and larger than the 9mm or the .32


But I think that untill you get to fully fixing F.O.O.K ( or the mod maker ) with a few small problems I am gonna stay away from it, its nothing major, just like a few people have posted bullett spread and a few other small ammo problems will keep me away this time around.
that and when F.O.O.K get a few mor small tweaks and plays better with F.W.E I will have a reason to play another round.
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Scared humanity
 
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Post » Sun Oct 11, 2009 5:09 pm

Before I say anything else, I love F.W.E, and you have done a great job. the lsat version of F.W.E I had was from 3-4 weeks ago, and even then the balance was almost perfect IMO besides the 10mm, I could put 5-6 rounds at pretty much point blank range and only do 2-4 bars of hp damage, whiel the .32 was pretty much one shot.

Hmm just as a question, what is the base damage for the .32, if you know off hand, if the 10mm is set at 20, and the .32 set at lets say 30 and the 9mm set at 25 I will probly change things around a bit.
10mm 30
9mm 27
.32 25
and see how that goes, cause like I said the 10mm is close to a .40 and larger than the 9mm or the .32


But I think that untill you get to fully fixing F.O.O.K ( or the mod maker ) with a few small problems I am gonna stay away from it, its nothing major, just like a few people have posted bullett spread and a few other small ammo problems will keep me away this time around.
that and when F.O.O.K get a few mor small tweaks and plays better with F.W.E I will have a reason to play another round.


I'm actually changing the .32 cal round to specifically a .32-20 cal round . . . a popular at the time but now obsolete hunting rifle + revolver cartridge. A straight .32 cal round is rediculously weak, hence wanting to change the cartrigde designation slightly. the damages are more like this (but I don't remember exactly)

9mm (15)
.45 cal. (18)
10mm (20)
.44 mag (40) - a bit higher than it "should" be mainly for balance reasons
.32-20 (30)

5.56 mm (36)
7.62x51 mm (55)
.308 (75) - I know .308 is essentially the same as 7.62 NATO. There are higher grain .308 rounds that do have more kenetic energy than the NATO rounds.
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Chenae Butler
 
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Post » Sun Oct 11, 2009 6:18 am

Sorry to throw this off topic, I asked this in the last thread but never got a response. Did you ever plan on making this compatible with, or using Saiden's new weapon effects? It would be nice to be able to use your mod and his at the same time. His effects just look so much better over vanilla.
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Yvonne
 
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Joined: Sat Sep 23, 2006 3:05 am

Post » Sun Oct 11, 2009 9:59 pm

Sorry to throw this off topic, I asked this in the last thread but never got a response. Did you ever plan on making this compatible with, or using Saiden's new weapon effects? It would be nice to be able to use your mod and his at the same time. His effects just look so much better over vanilla.


It might be possible. Unfortunetly though, weapon effects are referenced by the weapon forms themselves, which means if Saiden's mod uses new effects (as opposed to modifying the existing effects), the weapon forms would need to be updated. With all the existing compatibility patches, in particular for WMK, it would be ugly to try and create compatibility patches for such a specific feature. What would make it easier is to actually integrate saiden's effects into FWE, but from the readme file it doesn't sound like Saiden is particuarly interested in doing anything like that.
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Andrew Lang
 
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Post » Sun Oct 11, 2009 1:41 pm

I am interested in an above post asking if the weapon rebalance you are "mostly through with" includes the FOIP FOOK compatibility patch. I also notice that the balance seems off between the two, and even just with vanilla weapons and FWE. It seems I kill everything I meet so far with a baseball bat in 2-3 shots while the damage output of weapons is much less.

Also, I know you included MMM Tougher Traders but have you considered in the next update a mod like http://www.fallout3nexus.com/downloads/file.php?id=5405? It is a little more interesting and detailed than simply keeping the traders alive via health and factions (or however MMM does it).
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QuinDINGDONGcey
 
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Post » Sun Oct 11, 2009 10:31 pm

Yes, there are issues such as this with running FWE and FOOK together. Unfortunetly, time constraints have meant that getting a properly balanced set of compatibility patches with FOOK hasn't happened just yet.

If anyone is up to speed on FO3 Edit and wants to help out with FWE - FOOK interoperability, I'll take resume's =)


Ah ok no worries, just wondering if it was somthingin my LO or not:)

This may be another error on my hhalf, but with WMK, if i get a 3gwc or what ever... the american auto rifle... and put a extended mag on it, the round size changes from a 7.51 to a 5.66 or somthing...
Should prob post that in his thread?

V2 of this mod sounds pretty good mate :D
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Erika Ellsworth
 
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Post » Sun Oct 11, 2009 2:40 pm

Can someone help me with an issue?

I am using FWE 4.1a with mmm and Weapon Mod Kits. The Chinese Assault Rifle texture is all messed up.

But when I add a silencer to the gun, the texture gets fixed.

How can I fix the normal Chinese AK texture? It's breaking the immersion. :( Thanks!
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Penny Flame
 
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Post » Sun Oct 11, 2009 2:35 pm

Upgraded to this yesterday, and after fixing an issue with FOIP and load order everythings going swimmingly, just one minor issue: Persistent Skill Books isn't working. No idea why, unless you've moved it to an optional module and I didn't notice.

Dragonlover
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Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Sun Oct 11, 2009 9:46 pm

I am interested in an above post asking if the weapon rebalance you are "mostly through with" includes the FOIP FOOK compatibility patch. I also notice that the balance seems off between the two, and even just with vanilla weapons and FWE. It seems I kill everything I meet so far with a baseball bat in 2-3 shots while the damage output of weapons is much less.

Also, I know you included MMM Tougher Traders but have you considered in the next update a mod like Caravan Upgrades? It is a little more interesting and detailed than simply keeping the traders alive via health and factions (or however MMM does it).


No, it doesn't include FOOK. At the moment, I don't have time to properly address FOOK compatiblity. With the new FOOK v2.0 not too far away from the sound of things, I'll probably wait until then to better address compatiblity.

As for Caracan Upgrades . . . I did try the mod and was getting all manner of strange behavior on the part of the caravans. Maybe I need read the install instructions better? In any case, wolfgang's gang was outside megaton in my game. All three body guards were running all over the place, wolfgang and his brahmin was running a different all over the place. It was a little strange.

This may be another error on my hhalf, but with WMK, if i get a 3gwc or what ever... the american auto rifle... and put a extended mag on it, the round size changes from a 7.51 to a 5.66 or somthing...
Should prob post that in his thread


This is because FOOK has changed the CALIBR on a number of weapons and the WMK weapon versions haven't had the calibr changed properly. Thanks for letting me know!

I am using FWE 4.1a with mmm and Weapon Mod Kits. The Chinese Assault Rifle texture is all messed up.


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.

Upgraded to this yesterday, and after fixing an issue with FOIP and load order everythings going swimmingly, just one minor issue: Persistent Skill Books isn't working. No idea why, unless you've moved it to an optional module and I didn't notice.

Dragonlover


Thanks for letting me know, I'll look into it.
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BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Sun Oct 11, 2009 10:41 am

It's started working again, but I know for a fact it wasn't because I should have a copy of Lying, Congressional Style. Could just be my PC being weird, I guess.

Dragonlover
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Gaelle Courant
 
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Post » Sun Oct 11, 2009 2:09 pm

Me again with another random dumb question: can i leave out one of the "non-optional" modules if I don't care for the effects? Will that break something?
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El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Sun Oct 11, 2009 6:40 am

Me again with another random dumb question: can i leave out one of the "non-optional" modules if I don't care for the effects? Will that break something?


Maybe. If I can ask, what module is it? Some of them might function as a "master" for other files, and they shouldn't be removed. I'm always curious about what features people do or don't like.

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.
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Conor Byrne
 
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Post » Sun Oct 11, 2009 9:00 pm

I dunno. There are things in fwe that are better left to be cherry picked. Specifically AS, RI, PN and the ammo weight for me. The first 3 are rather aggressive, and players may prefer other mods for similar results, or none at all. Ammo Weight at least until it gets full support for fook's ammo. Having a mess of weighted and non-weighted ammo is a little annoying. The way it does its work also prevents other mods from damage/recovering inventory weight. Perhaps giving the player invisible loadstones would be more mod-friendly, and easier to uninstall.

The two MMM integrated modules could and should be weeded out tho. MMM does a better job with that at the moment. Perhaps replacing the caravan mod with something that makes caravans feel more like caravans.
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marina
 
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