FWE - FO3 Wanderers Edition #10

Post » Fri Nov 27, 2009 9:29 am

Thanks delamer...

I just did a clean install of the game, downloaded all the DLC's, and started to do a process of elimination for what is causing my constant crashing. I have a save with my main stuff enabled, and its causing a consistent crash around super duper mart, right after hearing the sound of the eyebot getting destroyed by raiders in the front of the building. With the vanilla game and all DLC's, the game doesn't crash at all on the save. With only FWE (along with CRAFT and CALIBR), the crash does not happen. With only MMM enabled, the crash doesn't happen. With FWE and MMM active, it happens every single time after hearing that specific sound effect of the eyebot being destroyed (or some type of explosion sound, I can't quite tell).

I'll just jump in here in addition to what delamer can help with -- when you installed RC4 for your game, did you follow the update procedure listed at the top of the RC4 thread to the letter?

If not, that's probably the cause of the crashes (although you did say it doesn't happen with just MMM...). If you did, does it happen if you remove the 'MMM - FWE Master Release file'? And -- is this the latest one from the FOIP page uploaded 4 days ago?
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barbara belmonte
 
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Post » Thu Nov 26, 2009 11:42 pm

Thanks delamer...

I just did a clean install of the game, downloaded all the DLC's, and started to do a process of elimination for what is causing my constant crashing. I have a save with my main stuff enabled, and its causing a consistent crash around super duper mart, right after hearing the sound of the eyebot getting destroyed by raiders in the front of the building. With the vanilla game and all DLC's, the game doesn't crash at all on the save. With only FWE (along with CRAFT and CALIBR), the crash does not happen. With only MMM enabled, the crash doesn't happen. With FWE and MMM active, it happens every single time after hearing that specific sound effect of the eyebot being destroyed (or some type of explosion sound, I can't quite tell).

I'm not entirely sure if this is how I'm suppose to test for this, because as I said this is working on an old save with all my main mods loaded, and have been slowly doing a process of elimination to try and find any sort of cause for these crashes. Before, I thought the crashes were random, but now I'm not so sure because its consistent now. I don't know if it's a sound file, or something being changed by either FWE or MMM. These crashes seem to happen very frequently in the outdoors. Once inside a cell, I pretty much never crash. It's always when I'm wandering around outside.

It's very strange, because I've checked the sound files installed by FWE and MMM, and I can't find where exactly this is coming from. I haven't done MasterUpdate yet because I'm not sure if I should with only these main mods running.

Delamer, is there any advice you can offer? (or anyone for that matter...it took my about 4-5 hours just to get everything set back up again, only to have these random crashes again after every few minutues...its really driving me insane at this point and is killing the game for me) :sadvaultboy:

Well- you say this. MMM and FWE alone don't give crashes to you. In my case- both crash my game very rarely. So- surely this is no FWE&MMM fault. Crash when bot is destroyed (and sound play) wery similar to my crashes some time ago. I spend half-year try to catch this.
-If you use internal sound card- try to use external, if you have. Or in reverse.
-It may be perfomance issue. If your hardware overheat during gameplay- surely you will receive crashes

If you use Vista.
-Try to run the game in compatability mode with visuals disabled.
-Try to defragment disk
-If you use NVIDIA card- disable PhisX in the control panel. Set all settings to the default.

-If you use texture mods for the Wastelands (rock, roads and soon) try to uninstall this, they increase work for processor and video.
If you have multicore CPU you may try to limit number of your cores to 2 (if you have 2 and more). Fallout not friendly with multicores.
Try this fallout.ini fix (it was helpful to me)
[General]
bUseThreadedAI=1
iNumHWThreads=2 (must be added below)

If it not help- try to seek solution here
http://www.gamesas.com/bgsforums/index.php?showtopic=892770&st=100

Your problems- not problems of the mods, but relations between game and system.
Hope it will help

But first, just to be sure, make what Martigen say. Sometimes very difficult problems have very easy solution :)
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Maria Garcia
 
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Post » Fri Nov 27, 2009 10:35 am

I'll just jump in here in addition to what delamer can help with -- when you installed RC4 for your game, did you follow the update procedure listed at the top of the RC4 thread to the letter?

If not, that's probably the cause of the crashes (although you did say it doesn't happen with just MMM...). If you did, does it happen if you remove the 'MMM - FWE Master Release file'? And -- is this the latest one from the FOIP page uploaded 4 days ago?


I have latest FOIP patches as of my load list on the previous page. The crash happens with MMM - FWE enabled, and without. I did a fresh install with MMM RC 4.0, so I didn't think I had to do the actual update procedure outlined in the post when starting a new game, as I thought that was just for upgrading from a prior version of MMM...

Sorry if it seems like I have nothing but problems. I really do love FWE and all your hard work, I'm just trying to get to function so I can actually enjoy it.

-If you use texture mods for the Wastelands (rock, roads and soon) try to uninstall this, they increase work for processor and video.
If you have multicore CPU you may try to limit number of your cores to 2 (if you have 2 and more). Fallout not friendly with multicores.
Try this fallout.ini fix (it was helpful to me)
[General]
bUseThreadedAI=1
iNumHWThreads=2 (must be added below)


I don't use any of the texture mods. I have a dual core CPU, but I also changed the INI to this awhile ago. I don't have an nvidia, I'm currently using an ATI Radeon HD 4850 with 512 megs, so it certainly can handle Fallout. I just recently defragged my HD after completely removing FO and all its components from my system (including all registry entries), so it was a clean install.

I really don't have any performance issues that I can see. All of my drivers are up to date (videa and sound), as well as operating system (XP pro service pack 3). It seems to be a mod conflict, because in my test, the vanilla game never crashes, and neither do any of the other mods I've used. FWE and MMM alone don't crash, its when they are used together. Maybe the fix is simple, I certainly hope so...I just don't know what it is at the moment.
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Bitter End
 
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Post » Fri Nov 27, 2009 2:32 pm

Try to disable sound (volume to zero). Will it help?
If you don't have Vista

Click Start, select Settings and click Control Panel.
Double-click the Multimedia or Sounds and Multimedia icon.
In the Multimedia Properties window select the Audio tab.
Under the Playback heading, click Advanced Properties.
Click the Performance tab and record the location of the Hardware Acceleration slide bar.
Click the Hardware Acceleration slide bar and keep the mouse button pressed.
By moving the mouse, slide the indicator needle to None.
Release the mouse button.
Click Apply and click OK.
Close any open windows and launch the program that the sound issue occurred in.
NOTE: When finished with the program, return to the Advanced Properties window (following the steps above) and return the audio hardware acceleration to the setting recorded in Step 5. If lowering the audio hardware acceleration improved the performance of a program, repeat the above procedure before launching and using that program.

It seems to be a mod conflict, because in my test, the vanilla game never crashes, and neither do any of the other mods I've used.

If there is mod conflict- then I will experience this too. But I don't
I also use FWE, MMM and whole bunch of other mods. I have rarely one crash in the day
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His Bella
 
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Post » Fri Nov 27, 2009 8:56 am

Also
If your system can handle one mod and can't two- then sure thing you have increased load, which your system not able to handle
In this case it may be helpful to try make processor loadouts more smooth

Try to use this also, if you don't already

Under [General]

bUseThreadedBlood=1 (default is 0)
bUseThreadedMorpher=1 (default is 0)
bUseThreadedAI=1 (default is 0)
bUseThreadedTempEffects=1 (default is 0)
bUseThreadedParticleSystem=1 (default is 0)
iPreloadSizeLimit=104857600 (default is 26214400)

For those with a 8800 (and other video cards that support Pixel Shader 3.0) find under [Display]

bAllow30Shaders=1 (default is 0)

Under [Audio]

bMultiThreadAudio=1 (default is 0)
iMaxImpactSoundCount=64 (default is 32)

It was helpful to me some time ago, but in my case forced the game to freeze under exit.

Well- I don't have anymore to help you
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Rebekah Rebekah Nicole
 
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Post » Thu Nov 26, 2009 11:33 pm

Hmm well I tried everything you said, including the sound.(except for using bMultiThreadAudio because that causes my game to freeze on exit.) I removed PhysX completely as well. My system can definately handle the game - Intel Core2Duo CPU E8500 @ 3.16 Ghz, 4 gigs RAM, ATI Radeon HD 4850 512 DDR3 memory, a large Western Digital Caviare HD. The only thing iffy about my setup is probably the sound card - it's an Audigy SE, which is kinda old, but I updated to the latest drivers from Creative. I have no problems running any other game at max settings, just this one with these specific mods.

Like I say, I am just enabling and disabling certain things, then testing them out one by one by loading up that save game. I'm not sure if the actual save is corrupted somehow (not sure why it would be), but this is the only way I can consistently reproduce the crash, otherwise it just seems to happen at random after a few minutes of wandering out in the wasteland (never indoors though). Maybe Martigen will spot something in the save...I have no idea. I appreciate your help though.
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Poetic Vice
 
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Post » Fri Nov 27, 2009 12:24 am

Hi there. I'm new to the world of Fallout 3 mods, so I'm just looking for a load order which maximises the benefits from FWE and MMM. My current load order is below. Is this optimal for the content and features added with FWE?

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] HairPack.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] Unofficial Fallout 3 Patch.esp
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] FO3 Wanderers Edition - UFP Support.esp
[X] DarNifiedUIF3.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - Optional VATS Halftime.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] CALIBRxMerchant.esp
[X] eyes_hairpack_en.esp
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Paula Rose
 
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Post » Fri Nov 27, 2009 12:35 am

Hi there. I'm new to the world of Fallout 3 mods, so I'm just looking for a load order which maximises the benefits from FWE and MMM. My current load order is below. Is this optimal for the content and features added with FWE?

You miss MMM.esp as minimum. And MMM-FWE MR1e CP

@Riddley
t's an Audigy SE, which is kinda old, but I updated to the latest drivers from Creative. I have no problems running any other game at max settings, just this one with these specific mods.

Well, I have almost the same sound in the past. And I was not able to sease crashes with it. And- yes, Fallout was only one game which not properly work with this card.
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James Hate
 
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Post » Fri Nov 27, 2009 2:08 pm

Hmm well I tried everything you said, including the sound.(except for using bMultiThreadAudio because that causes my game to freeze on exit.)

You now what? Try to use this setting too. If your game will be more stable, then it worst to try. And to hell freeze on exit
In any case- it will be not very often, and if game will still crash- you will exit quickly
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Svenja Hedrich
 
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Post » Fri Nov 27, 2009 1:28 pm

You now what? Try to use this setting too. If your game will be more stable, then it worst to try. And to hell freeze on exit
In any case- it will be not very often, and if game will still crash- you will exit quickly


Tried that as well, and it didn't work. Martigen tested my save game, and he said it didn't crash on his. I went out and bought a new sound card sound blaster X-FI xtreme audio, but it still crashes. I found out later that this card still has the Audigy SE chipset, so ill be returning it. Just bought a Creative Sound Blaster X-Fi XtremeGamer card, so I really hope this one will fix the problem. I've never encountered a game that is so sensitive to hardware issues, especially sound. Very frustrating. I still have no idea why exactly its an issue with these 2 mods specifically, because I can run the vanilla game and a million other mods with no crashes at all. I'm going to try another clean install, and install FWE and MMM, and test the save again to see if I can find anything else.

What soundcard do you use delamer?
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Adrian Morales
 
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Post » Fri Nov 27, 2009 12:37 pm

Hey, I'm loving the mod so far, however I'm having some severe issues getting it to run right.

First, Enclave Eyebots are nowhere to be found, nor does the Enclave Radio station ever appear. I've waited about 15-20 minutes right next to megaton and in Springvale, and the eyebot never spawned, and upon entering Silver's house in Springvale, her radio (Normally tuned to Enclave Radio 24/7) had no sound at all, when turned on or off, not even static.

Second, none of the DLC are activating after exiting vault 101. No radio messages, no quests added, nothing. Not even the "Your level cap has been raised to 30" message when first activating BS.

Here's my load order. I'm also using the latest UF3P, Fake Patch, and the MR1e version of FWE, RC4 of MMM, and 1.6 of FOOK. Also, my BSAs are properly renamed for all of the Main BSAs, DLC BSAs, and the Commonwealth of Modders BSAs to get it well under the 255 character limit in the sArchiveList entries and etc.

Fallout3.esmPointLookout.esmHairPack.esmAnchorage.esmThePitt.esmBrokenSteel.esmCALIBR.esmCRAFT.esmFOOK.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmCOMM.esmSP_Destruction_MASTER.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espVATSFixOff.espDarNifiedUIF3.espDUIF3Extras.esphair_add_npc.espCRAFT - Activation Perk.espnochilduse.espJosef Greys Kozaburo Hair Style for Fallout 3.espdD-Less Blood Time, Larger Blood.espVATS - MCE 2.espMinigunVATSRebalance.espStealthArmor_MKIIver102.espAtarixQuestFixedFF.espvats melee extend.espVatsLongerDistance.espChinese Stealth Armor Invisibility Toggle Key.espBobbleheadDelivery3.0.espSchematic Delivery.espBook Delivery.espTag! - You're it.espClassic Lever Rifles.espWarhammer40kWeapons-Chainsword.espFOOK.espFOOK - Anchorage.espFOOK - Anchorage hotfix.espFOOK - The Pitt.espFOOK [Owned!].espFOOK [Additional Power Armor Training].espFOOK - Fawkes Quickfix.espUPP - Original Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP - Beverage Perks.espUPP  - Quest Perks.espUPP - Experience Perks.espEveryoneBleeds.espACE2-1b.espMegatonBasemant.espBANDAGE.espWastelandMastery.espNAPA-Sneak.espImproved Covert Ops Perk.espKulmarianPowerArmor.espNapa-Sneak2.espNano Alpha.espRaiderPowerArmor.espBrahmin Dairy Products.espERFatman50.espFatmanExplRads.espPsychoPack.espPlasmaSword_v13.espCPC.espDesperate Pleasures Male.espSlof's Alsatian Dogmeat.espDN_SpiderSuit.espColossus Armor (stealth).espColossus Hvy Armor.espSniperZooming.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - FOOK Support.espWeaponModKits.espWeaponModKits-Unique.espWeaponModKits - FOOK.espWeaponModKits - FWE Master Release.espPhalanx-MainFollowerModule.espPhalanx-PerksAndStims.espPhalanx-MoiraSupplySupport.espPhalanx-Obedient-Dogmeat.espPhalanx-DogmeatEnemyTweaks.espPhalanx-OPTIONAL-WeaponChange.espRocket_Lombaxrace_beta.espMart's Mutant Mod.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FOOK.esp3EFdrgplate.esp3EFskewer.espStealthCamouflage.esp101CombatArmor.espTunnel Snake Armor.espWarblade.espHFBlade.espRubyHFBlade.espPip-Boy Remover.espg36mod.espUWWUT.espUWWUT - WMK Addon.espUWWUT - UF3P Addon.espUWWUT - The Pitt Addon.espUWWUT - Broken Steel Addon.espSP_Destruction - 1 - Deadlier Explosions.espSP_Destruction - 2 - Doors.espSP_Destruction - 3 - Bathrooms.espSP_Destruction - 3 - Containers.espSP_Destruction - 3 - Electronics.espSP_Destruction - 3 - Furniture.espSP_Destruction - 3 - Misc Items.espSP_Destruction - 3 - Misc Movable Static.espSP_Destruction - 3 - Vehicles.espSP_Destruction - 3 - Weapons and Ammo.espSP_Destruction - 4 - Operation Anchorage.espSP_Destruction - 5 - The Pitt.espSP_Destruction - 6 - Broken Steel.espSP_Destruction - 7 - Point Lookout.espHairPack-MMM-FOOK-v1_3b.espWeapon - Some Katanas.espCOMBATswitchblade.espbzArmour.espbzJocks.espbzBodySuits.espJQ-DuncanSword.espm79thumper.espSpewer.espTIS-1.espGrenadeLauncher_functional.espAR50_Merc_50cal.espJClawsNbladesCOMM.espHZ_Glock.espacsAutumnPlasmaPistol.espDeep eyes Nocturne.espMiniHideout.espcompanionguns.espRivens Wings.espDMC_Oblivion_Weapons.espVibroblade.esplaser_katana.espCS_ LightsaberQuest.espBS Water Fix.espPitt Water Fix.espPoint Lookout Weapon Tweaks.espPitt Ammo Press Fix.espOlney Powerworks.espGNR Repeat Fix.espBS Terminals.espSarah Follows With Followers.espPoint Lookout Water.espModeLaser.espNano Suit.espParadox_Armor.espClassicEnclaveAPA-Better-APA-english.espRealFragGrenade3.espRD_WinchesterM1887.espQuad-beam Laser Rifle.espCybernetic Implants Xangi.espUT3IronGuard_eng.espRRRU +4.espVAGodai.espGalaxyNewsRadioFix[S].espRed Eye Mask & Goggles.espBothBarrelsNoKnockdown.espGatlingLaserDX.espAsharasLightningItems.espSteam Gun.espAdvanced Combat Armor.espAfrosNukaCola.espPersonalTerminal.espPrecision_AutoAim_6000.espMaxLevelWorkaround-HP-BS.espCRBSOR.espLevel 21 Karma Fix - BS.espCheat.espTotal active plugins: 184Total plugins: 186

Any help is greatly appreciated.
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Jade Muggeridge
 
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Post » Fri Nov 27, 2009 12:42 am

Hey, I'm loving the mod so far, however I'm having some severe issues getting it to run right.

First, Enclave Eyebots are nowhere to be found, nor does the Enclave Radio station ever appear. I've waited about 15-20 minutes right next to megaton and in Springvale, and the eyebot never spawned, and upon entering Silver's house in Springvale, her radio (Normally tuned to Enclave Radio 24/7) had no sound at all, when turned on or off, not even static.

Second, none of the DLC are activating after exiting vault 101. No radio messages, no quests added, nothing. Not even the "Your level cap has been raised to 30" message when first activating BS.

Here's my load order. I'm also using the latest UF3P, Fake Patch, and the MR1e version of FWE, RC4 of MMM, and 1.6 of FOOK. Also, my BSAs are properly renamed for all of the Main BSAs, DLC BSAs, and the Commonwealth of Modders BSAs to get it well under the 255 character limit in the sArchiveList entries and etc.

I assume that you starting using the normal growing up in the vault option.

Are you sure you're using MR 1e? There was a problem in the MR 1d that prevented Enclave radio and the Springvale eyebots from initializing properly. However, I don't see any way that you could leave the vault in MR 1e without having Enclave radio and the eyebots enabled unless one of your mods is conflicting with the Escape quest. If you have a save just before you exited the vault load it and try leaving again. When you exit you should get a sun blind effect (assuming its daytime) and dramatic music. Enclave should be available immediately after exiting the vault.
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James Smart
 
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Post » Fri Nov 27, 2009 8:23 am

I assume that you starting using the normal growing up in the vault option.

Are you sure you're using MR 1e? There was a problem in the MR 1d that prevented Enclave radio and the Springvale eyebots from initializing properly. However, I don't see any way that you could leave the vault in MR 1e without having Enclave radio and the eyebots enabled unless one of your mods is conflicting with the Escape quest. If you have a save just before you exited the vault load it and try leaving again. When you exit you should get a sun blind effect (assuming its daytime) and dramatic music. Enclave should be available immediately after exiting the vault.

Actually, I think Desperate Pleasures Male was conflicting with the Escape Quest, and since it was an ESP, it was overriding the changes in FWE Master Release 1e on the Escape quest, which also explains why it didn't give me this issue with 1b (or 1c, whichever was the one right before the new fixes were added).

I'll try this now, thanks for the help. I only just thought to try to find the conflicts in FO3Edit, and the only plugin conflicting with the escape quest was in fact Desperate Pleasures.
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gandalf
 
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Post » Fri Nov 27, 2009 8:07 am

Is there anywhere else to download the Master Release 1-Assets file, since FO3 Nexus is down?
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sam smith
 
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Post » Fri Nov 27, 2009 1:55 pm

Is there anything that might cause pools of water that are in the dirt or tar to become invisible?
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Darian Ennels
 
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Post » Fri Nov 27, 2009 2:52 pm

I have the same issue with Jericho . . . I haven't noticed this before though, so I'm not sure what the problem is. I'll look into this. Might be pathing related? Might be related to BS or the UFP, since they both touch follower scripts.


I think this issue is related to the unofficial patch in some way. At least diabling the UFP allowed Jericho to exit normally. I will try playing around with the UFP + FWE and see if I can figure out where the problem is.

EDIT: Removing the megaton world edits from the UFP patch seems to correct this problem. Not sure what the issue was with that. Not an FWE problem so far as I can tell.

I've also corrected the PN initialization problem (or rather removed the risk of screwing it up). Originally, conditions prevented you from enabling/disabling PN entirely or checking status until after it was fully initalized. Those conditions have been reinstated, so you shouldn't be able to accidentially break PN during the initial setup.
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Genevieve
 
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Post » Fri Nov 27, 2009 8:23 am

What soundcard do you use delamer?

My configuration is under each my post :)
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katsomaya Sanchez
 
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Post » Fri Nov 27, 2009 12:10 am

Anyone know about the invisible ground water? I read the solution a week or two ago but I can't remember it at all.
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Austin Suggs
 
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Post » Fri Nov 27, 2009 4:18 am

Not sure if this has been covered, but is it recommended to run the unofficial fallout patch with FWE, or is it not needed with patch 1.6?
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Lawrence Armijo
 
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Post » Fri Nov 27, 2009 9:50 am

Not sure if this has been covered, but is it recommended to run the unofficial fallout patch with FWE, or is it not needed with patch 1.6?

UF3P correct bugs, which official patch not.
But it surely contains it's own few bugs.
I use it without problems, and description FWE-page recommended it
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Sista Sila
 
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Post » Fri Nov 27, 2009 2:10 pm

I had tried to reach Arefu twice to deliver a letter, a damn letter.

The second try I reached it, I spent the night in a room with two corpses before I had the guts to try and return back to Megaton once again, with my skull crushed and leg shattered. I sold all the crap I possibly could to pay for the treatment to my wounds, to get rid of the radiation poisoning, to buy a handfull of bullets to the few half broken guns I had.



I was prepared enough this time (lie), and I was going to check out an outdoor cinema for a particular raider group that was responsible for me not getting paid for all that suffering. And I just had to take a detour to that barricaded forsaken village.



Leaving from there, I was greeted by a Night Ghoul. I drew only my 10mm side arm, and cursed when 8 out of all of my 16 bullets was wasted to drop the bastard which almost reached me. I grew worried, was this what the villagers were talking about?

I pulled out my almost broken sniper rifle (14 bullets), to better see the road ahead. Super Mutants, directly crossing my path to the theater. Sigh. Well I was prepared, right? Well..



I positioned myself behind a formation of rocks, took aim, and landed a price winning shot on the forehead of the minigun wielding green chunk of meat. Concussed, it grabbed its forehead. Took another shot. Missed. Another. Missed. 11 bullets to go. Again. Again.

The rocks were shattering around me from the minigun fire. One more shot and hit, but no cigar. I had to switch weapons, it was too close. Crouching behind the rocks, I let it come closer, and count the bullets in my assault rifle?s magazine. 15. The first burst cripled it?s arm, the second one ripped its brains out.



A huge explosion shaked the ground next to me. A second green big one, firing [censored] rockets at me! Luckily the rocks took the blow. Things started happening fast. Between earth shattering explosions, the time seemed to slow when my sniper rifle coughed its last bullets, cripling the thing and winning me precious extra time. 1,2,3,4,5,6,7,8 my 10mm said. Empty. I started taking pot-shots with the last bullets in my assault rifle, when the third one seemed to appear from nowhere.

I almost panicked, it only had a rusty nail board but it was close, too close. Time froze, empty shells flying, then silence. Empty.



Now here I am, crouched behind rocks, soon to be hit hard with a nail board, with a rocked in the air flying towards me. And all I have is a jamming Tommy Gun I had found with a couple of bursts to go, and a .32 pistol with 4 bullets.

Bam, bam, bam. Three panic shots from the .32 pistol saved me from the nail to my forehead. I took my chances, I knew I needed the Tommy Gun to stand a chance against the rocket launcher which was trying to break through the solid rock now just some 15m away from me.



It was up to Tommy to have a hell of a closure. I went for the arm and the head. And failed. I was unable to make the bastard even to drop the launcher, and the second burst missed. Empty. I had failed, I had used ALL my damn bullets, I had accomplished nothing, and with my luck (3) I was going to die.

Then it hit me. The minigun the first mutant dropped. I was damned if I even knew how to use one, but I was not going to give up now. One bullet. I had one bullet in my .32 revolver left!



In what felt like a slow motion, I appeared from behind the rocks, with the flames from a rocket reaching for the skies, rising from the rocks it hit in front of me. I aimed....BAM! I saw my ugly enemy to lose his grip from the launcher. The break I needed.

I sprinted for the minigun-mutant?s body, took the minigun, equipped it and....it was broken. On my left I saw a green shape rising a huge barrel on its shoulder once again. [censored]. Two seconds to live.



The nail board. It was right in front of me on the ground. All or nothing. When I ran with all I got, holding a damn board with a nail in it, towards the rocket that was going to launch any moment against my face, I knew I only got one swing and I needed a home run.


http://img188.imageshack.us/img188/1153/screenshot3nnl.jpg

Spoiler
I played the game for a week when it come out and shelved it. With your mod, recommened setup and side mods and MMM, I?m having the time of my life. Thank you.

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katie TWAVA
 
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Joined: Tue Jul 04, 2006 3:32 am

Post » Fri Nov 27, 2009 6:21 am

Hey!

I wanted to ask you guys if some rebalancing could be done in FWE. My main issue, since I removed FOOK, are assault rifles. I know people brought this up before, but it's really an issue. That, and the weapons from Fallout Classic. An Pancor Jackhammer has a 1245 damage, while a shotgun has 100. FN-FAL is really a killer, being an assault weapon, and a classical piece. It only has 340 damage or something, but it's mostly an instant-kill when they get me with it.

As a side-note, I found the "Law Dog" in the Regulator HQ and I've made great use of it since I started the game. However, even though it looks just like an 32, you can't apply the same mods to it. Is this a desired behaviour for WMK and unique weapons?

Cheers!

cc
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Veronica Martinez
 
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Post » Fri Nov 27, 2009 12:27 am

That was a fun read, Skycaptain. :)
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Emily Shackleton
 
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Post » Fri Nov 27, 2009 2:10 am

Yeah, well written!
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Lori Joe
 
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Joined: Tue Jun 20, 2006 6:10 am

Post » Fri Nov 27, 2009 8:57 am

UF3P correct bugs, which official patch not.
But it surely contains it's own few bugs.
I use it without problems, and description FWE-page recommended it


Ok thanks...once new sound card gets here I'll install this. If it's still crashes after that, time to move on to other games, because i cant see myself playing without MMM and FWE now.

As a side-note, I found the "Law Dog" in the Regulator HQ and I've made great use of it since I started the game. However, even though it looks just like an 32, you can't apply the same mods to it. Is this a desired behaviour for WMK and unique weapons?


I don't think you can mod uniques for WMK in FWE, at least not yet. Not 100% on that though.

A potential bug (possibly mentioned earlier) - if you choose Regulator alternate start, the regulator HQ doors are red. When you enter, you're considered a tresspasser and everyone in the shack starts fleeing.
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Jeremy Kenney
 
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