FWE - FO3 Wanderers Edition #10

Post » Fri Nov 27, 2009 9:51 am

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

Yep, we can't for now
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Dalia
 
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Post » Fri Nov 27, 2009 2:15 am

Small bug report. When I am in the Megaton house, whenever I am standing near where the workbench would be, I get a work bench repair bonus, despite not actually owning one.
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Nicholas
 
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Post » Fri Nov 27, 2009 8:32 am

Small bug report. When I am in the Megaton house, whenever I am standing near where the workbench would be, I get a work bench repair bonus, despite not actually owning one.

This is not bug. When you near workbench- this mean you prepared for the repair and receive bonus
PS Oh- my mistake, you are right
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Nicole Mark
 
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Post » Fri Nov 27, 2009 9:28 am

Is there any way to force the Primary Needs menu to show up? My hotkey's not working and none of the features are working.
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Bonnie Clyde
 
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Post » Fri Nov 27, 2009 10:44 am

Is there any way to force the Primary Needs menu to show up? My hotkey's not working and none of the features are working.


The PN config tool is either in apparal or aid tabs (cant remember). Click it, close the pipboy, and the configuration menu should pop up.
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Dj Matty P
 
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Post » Fri Nov 27, 2009 9:46 am

I don't see any config tool.
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W E I R D
 
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Post » Fri Nov 27, 2009 12:17 pm

I don't see a PN menu either.
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Vera Maslar
 
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Post » Fri Nov 27, 2009 3:42 pm

Is there any way to force the Primary Needs menu to show up? My hotkey's not working and none of the features are working.

This is known half-bug.
You can't use PN menu when it pop-up first time, or you will be not able to use PN at all as minimum.
You need to begin new game and choose EXIT when this menu will appear. Later you will be able to pop-up this menu again
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Skivs
 
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Post » Fri Nov 27, 2009 9:01 am

I just started using this mod for the first time and it seems much harsher than XFO ever was. How much experience am I supposed to be getting for killing raiders? I'm killing raiders and getting the same amounts of experience (5) that I get for killing much gimpier dogs and ants despite the fact that the raiders can kill me in about three hits due to the ungodly damage they do with weapons compared to me.

Edit: Im also having trouble bringing up with Primary Needs menu, I rebound the key and it was working fine yesterday, but now it doesn't seem to want to work.
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Jade MacSpade
 
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Post » Fri Nov 27, 2009 6:22 am

Hmm well I installed a new sound card (x-fi xtreme gamer), did a clean install again, changed all my ini settings based on suggestions, and updated all of my drivers. I've tried low resolution, and I've tried running the game in a window (though for some reason if you try and quick save using CASM in a window, it will corrupt all of your CASM save files, and it crashes). I'm still crashing every few minutes while wandering out in the wasteland with FWE + MMM enabled. Seems to be random crashes - sometimes it will be a couple minutes, sometimes it will be 10, but never more than 10 minutes without a crash, and its almost always outdoors.

The error code I keep getting is the same as well (004851dd), so some specific conflict seems to be the culprit. Just wondering if my load order looks alright or if there are any conflicts that jump out...thanks for any help...unbelievably frustrating so far :sadvaultboy:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmCubeExperimental.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espdD-Less Blood Time, Larger Blood.espDarNifiedUIF3.espDUIF3Extras.espFOV 90.espOverhead3PCamera.espMighty Mouse Alternative 4.espCASM.espSniperZooming.espGalaxyNewsRadio100[M].espExistence2.0.espMrSlackPants-DecentPipBoyLight.espBlackWolf Backpack.espCamo Uniforms Remix.espEcho_BatteryCharger.espWeapon - Some Katanas.espTargeting System.espkikaiEquipment.espTailor Maid.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid Brokensteel.espD.C. Confidential.espDCInteriors_Georgtown.espSuperDuperBasemant.espMegatonBasemant.espRivet City Underworks 1.1.espRat Trap v1.01.espBusworldV1.05.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espNotSoFast.espIntoTheDeepWoods.espHeirApparent.espCRAFT - Activation Perk.espStealthboy Recon Armor - CRAFT.espCALIBR Ammo Schematics - CRAFT.espCALIBRxMerchant.espjmschematics.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espUPP - Pack 1.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - ThePitt.espWeaponModKits - OperationAnchorage.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - Zones Respawn.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.espLucyWestCompanion.espBriannaCompanion.espArwen_XPR.espTossedMines.espGreenWorld.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-Full.espEnhanced Weather - Rain and Snow in Fallout.espCombatEnhanced-Package.espmerged patch 1.espTotal active plugins: 87Total plugins: 109

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Meghan Terry
 
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Post » Fri Nov 27, 2009 1:27 pm

Hmm well I installed a new sound card (x-fi xtreme gamer), did a clean install again, changed all my ini settings based on suggestions, and updated all of my drivers. I've tried low resolution, and I've tried running the game in a window (though for some reason if you try and quick save using CASM in a window, it will corrupt all of your CASM save files, and it crashes). I'm still crashing every few minutes while wandering out in the wasteland with FWE + MMM enabled. Seems to be random crashes - sometimes it will be a couple minutes, sometimes it will be 10, but never more than 10 minutes without a crash, and its almost always outdoors.

The error code I keep getting is the same as well (004851dd), so some specific conflict seems to be the culprit. Just wondering if my load order looks alright or if there are any conflicts that jump out...thanks for any help...unbelievably frustrating so far :sadvaultboy:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmCubeExperimental.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espdD-Less Blood Time, Larger Blood.espDarNifiedUIF3.espDUIF3Extras.espFOV 90.espOverhead3PCamera.espMighty Mouse Alternative 4.espCASM.espSniperZooming.espGalaxyNewsRadio100[M].espExistence2.0.espMrSlackPants-DecentPipBoyLight.espBlackWolf Backpack.espCamo Uniforms Remix.espEcho_BatteryCharger.espWeapon - Some Katanas.espTargeting System.espkikaiEquipment.espTailor Maid.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid Brokensteel.espD.C. Confidential.espDCInteriors_Georgtown.espSuperDuperBasemant.espMegatonBasemant.espRivet City Underworks 1.1.espRat Trap v1.01.espBusworldV1.05.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espNotSoFast.espIntoTheDeepWoods.espHeirApparent.espCRAFT - Activation Perk.espStealthboy Recon Armor - CRAFT.espCALIBR Ammo Schematics - CRAFT.espCALIBRxMerchant.espjmschematics.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espUPP - Pack 1.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - ThePitt.espWeaponModKits - OperationAnchorage.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - Zones Respawn.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.espLucyWestCompanion.espBriannaCompanion.espArwen_XPR.espTossedMines.espGreenWorld.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-Full.espEnhanced Weather - Rain and Snow in Fallout.espCombatEnhanced-Package.espmerged patch 1.espTotal active plugins: 87Total plugins: 109

Seems good for me
Only
-Enhanced Weather - Rain and Snow in Fallout.esp need to be before fellouts
-CombatEnhanced-Package.esp in my game cause crashes- try to disable this. If it will helpful, you may try to enable it again after editing in FO3EDIT. I remove from it all, exept COMBAT STILES
Also
You use Treasure Maps_A Fist Full of Caps.esp
This mod have conflict with BS DLC. Nothing serious, but one of the treasures is missing. If you want- I can give to you corrected version
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NAkeshIa BENNETT
 
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Post » Fri Nov 27, 2009 10:59 am

I just started using this mod for the first time and it seems much harsher than XFO ever was.

Agree. If you can't handle this- choose another difficulty
How much experience am I supposed to be getting for killing raiders? I'm killing raiders and getting the same amounts of experience (5) that I get for killing much gimpier dogs and ants

This is correct. Raiders- weak enemies
despite the fact that the raiders can kill me in about three hits due to the ungodly damage they do with weapons compared to me.

No, raiders don't have bonuses and cheats against you. They can kill you with 2-3 shots, but you too. All what you need- the same weapon/characteristics. Many dependant from your perseption, skills, type of weapon, weapon's conditions.

2 Edit: Im also having trouble bringing up with Primary Needs menu, I rebound the key and it was working fine yesterday, but now it doesn't seem to want to work.

Try to find PN activator in the AID section of the inventory. If you don't have it- then PN don't activate properly.
You can't use PN menu when it pop-up first time, or you will be not able to use PN at all as minimum.
You need to begin new game and choose EXIT when this menu will appear. Later you will be able to pop-up this menu again
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Queen Bitch
 
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Post » Fri Nov 27, 2009 4:42 am

-CombatEnhanced-Package.esp in my game cause crashes- try to disable this. If it will helpful, you may try to enable it again after editing in FO3EDIT. I remove from it all, exept COMBAT STILES


I wonder why this would cause crash? I edited mine too, but I changed the data relating to body part chance to hit on player and enemies to be identical to FWE. There is a version that only changes AI behavior, maybe that will work better.

As for treasure maps, is it the one near springvale? I didn't know it had a conflict...I spent ages searching for the treasure but couldnt find anything
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michael flanigan
 
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Post » Fri Nov 27, 2009 8:42 am

I wonder why this would cause crash? I edited mine too, but I changed the data relating to body part chance to hit on player and enemies to be identical to FWE. There is a version that only changes AI behavior, maybe that will work better.

As for treasure maps, is it the one near springvale? I didn't know it had a conflict...I spent ages searching for the treasure but couldnt find anything

He-he
This treasure under trap door :)
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Zualett
 
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Post » Fri Nov 27, 2009 12:00 pm

Ok I have a few questions about what I need to edit in this load order to change some things back to the way they are in FOOK / change features that I dislike:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCALIBR.esmCRAFT.esmFOOK.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmCRAFT - Activation Perk.espDarNifiedUIF3.espDUIF3Extras.espPIDL-lite(metric).espMaxLevelWorkaround-HP-BS.espWastelandMastery.espUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espGNRFixedExtended50.espZap-Away.espMrSlackPants-NightVisionGogglesNoModel.espMark and Recall.espRobCo Certified.espNAPA.espno blur on hit.espGreenerworld.espCannibal Harvest_HF.espFOOK.espFOOK - Owned!.espFOOK - Anchorage.espFOOK - The Pitt.espFOOK - Tougher Enemies.espFOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.espMagic Pip-Light (60 Brightness).espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - FOOK Support.espFWE Compatibility - FOOK.espUPP - Original Perks.espUPP - Pack 1.espUPP - Pack 2.espWeaponModKits.espWeaponModKits - FWE Master Release.espBottleRefill.espHouseholdWaterPurifier.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espMrLabTechnician.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Faces All + FOOK.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.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 - Zones Respawn.espMart's Mutant Mod - FOOK.espMart's Mutant Mod - FWE Master Release.espTotal active plugins: 67Total plugins: 67


1) Which one do I have to edit to change all the power armors back to what they were like in FOOK? As it is, they are back to being practically useless due to their weight.

2) Same for the Chinese Stealth Suit, it lacking the stealth field makes no sense and makes it useless. The readme mentioned some other bonus that the suit provides, but I didn't see anything listed besides stats like FOOK used.

3) Which one do I have to edit to change ammo back to being weightless?

4) I assume it will be the same one, but which one needs to be edited to change skill books and bobbleheads back to their original functionality?

5) Also, it seems that the Food Sanitizer works in a more logical way with FWE or something and adds stats to food items in a different manner (EG: Food and drink don't check for it to provide different stats, it directly affects them). This behavior however turns my bottles of Dirty Water into Stimpacks that don't heal limb damage, since MrLabTechnician changes water to heal over time at +2hp/10s, with the Sanitizer they jump up to +7hp/10s. If this isn't being caused by FWE, sorry, it's the first time Ive ever noticed this happening. But if it is, what needs to be changed to fix that?

Try to find PN activator in the AID section of the inventory. If you don't have it- then PN don't activate properly.
You can't use PN menu when it pop-up first time, or you will be not able to use PN at all as minimum.
You need to begin new game and choose EXIT when this menu will appear. Later you will be able to pop-up this menu again


What's the item code that I can use to add the item to my inventory? That item never appeared in my inventory like the Sprint and Bullet Time items.
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Jimmie Allen
 
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Post » Fri Nov 27, 2009 12:00 pm

Hey guys! Quick question I could use an answer for, and I apologize if this is already covered.

Is it possible to avoid the "Alternate Start" plugin? As cool as it sounds, I don't want to use it right away.

Thanks!
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Jah Allen
 
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Post » Fri Nov 27, 2009 2:28 pm

Is it possible to avoid the "Alternate Start" plugin? As cool as it sounds, I don't want to use it right away.
Thanks!

You don't have to use Alternate Starts. When you start a new game at the end of the birth scene you are given a choice to continue with the normal growing up in the vault story line or going to Alternate Starts. If you want to play the normal beginning select "continue dreaming" when asked.

jjgun
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Kelly Osbourne Kelly
 
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Post » Fri Nov 27, 2009 12:05 am

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.



You realize that Vance and his buddies are at Meresti every single time, regardless of time of day, right? :)

And yeah, FWE's pretty brutal at the beginning when you're rocking 10 DR, 120 HP, and you've only got a couple of clips for your mostly-broken guns. Heading straight to Operation Anchorage (if you've got it) and looting everything there and on the way there will definitely help. If you don't have OA, then your next best bet is to hit the Springvale School after doing everything you can in Megaton (I really recommend you get 25 Explosives early to defuse the bomb for quick, easy XP or alternatively blow the place up), since the raiders there come in easily-digestible groups of 1-3 and there's a lot more cover than in somewhere like the Super Duper Mart. Occasionally you might find some dead raiders or Talon Company mercs strewn out across the Super Duper Mart's parking lot, though... apparently a single Enclave Eyebot wiped out four raiders in one game I played.

CTDs and all, FWE's the only way to play :)
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Sunny Under
 
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Post » Fri Nov 27, 2009 7:57 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


I haven't found any Jackhammers, but the FN FAL is far and away the best assault rifle I've found. While the LSW has a larger magazine and uses the much more common 5.56mm ammo (which is technically unlimited if you have The Pitt and have access to the ammo press therein), I've never liked the scope sway from using scopes in FO3, and the LSW's model and textures are, to be blunt, hideous. There's also another old FO2 weapon in the game that I was able to buy from Tulip in Underworld that uses the 5mm ammo favored by miniguns, but with its huge scope and model I felt it ate too much of my available screen (made me feel like I was playing STALKER) and it had some serious spread issues, intentional or not. Once you get to The Mall and start butchering muties and Talon Company mercs by the bucketfull, you'll probably have a few hundred 7.62mm rounds, at which point you can safely retire your 5.56mm weapons for a time. At any rate, if you feel the game's become too easy (and it might feel that way when you're rocking 65 DR and have about 600 rounds for your chosen weapons), just rack up the difficulty to Very Hard and you'll eventually decide it ain't so easy after all ;)

As far as I'm aware, no unique weapons nor "new" weapons can be modified using WMK. Since I'm pretty much using unique or new weapons exclusively (mostly just my .223 Pistol, an M60, and a plasma rifle along with the standard assortment of grenades, mines, dart gun, and a melee weapon just in case), I ended up just removing WMK from my load order, since it was apparently causing some CTD's and it wasn't really doing anything for me to begin with. Unfortunate, but I can understand why it might be difficult to work. It was amusing seeing a scope arbitrarily tacked onto the top of the Alien Blaster, though :P

I just started using this mod for the first time and it seems much harsher than XFO ever was. How much experience am I supposed to be getting for killing raiders? I'm killing raiders and getting the same amounts of experience (5) that I get for killing much gimpier dogs and ants despite the fact that the raiders can kill me in about three hits due to the ungodly damage they do with weapons compared to me.


Raiders range from 5 to 40 XP for me on Normal, and around 8 to 48 on Very Hard. I'd guess it depends on their stats and how tough they're supposed to be - 40 XP monsters are usually things like Super Mutant Masters, Mirelurk Kings, and other nasties. At Level 14, most raiders I'm killing reward 5 XP or 25 XP. Keep in mind that, even wearing power armor and using a plasma rifle or gatling laser, raiders are still going to be a threat in numbers - even with 65 DR and a gatling laser that can eliminate your average raider in a single burst, I can't Rambo my way through five raiders all shooting at me, because all it takes is a few lucky shots to the head and you're still going down, fancy armor or not. Things get easier as your DR comes up and you have access to better weapons and aid items (protip: you can't get addicted to aspirin and ibuprofen, so pop them like candy and buy more from traders if you run out), but unlike vanilla's very hard mode, you'll never reach a godmode point where your enemies basically can't hurt you.

If this is your first time playing FWE, I'd recommend just disabling Personal Needs so you can still rest an hour and recover fully and can still drink from water fountains to regain HP - both of these things make things immensely easier, especially in those first few levels when you don't have much ammo and only a couple of stimpaks. You could also try lowering the difficulty down to easy or very easy (you shouldn't be playing on very hard right off the bat unless you're a masochist) if something's proven impossibly difficult for you.

Finally, be aware that combat in FWE requires more tactical thought than vanilla's Rambo-style fighting. If possible, lay some mines down to cover your flanks or to set up traps to draw enemies into. Run around corners and throw grenades. If you have companions, consider sending them in first to draw fire (companions are set to essential in FWE, so they cannot die while they're with you - they'll just be knocked unconscious for a couple of minutes instead) while you pick off the most dangerous enemies first. Consider just plain running away if you're crippled, especially if your head or arms have been crippled - sprint from cover to cover until you're out of range. The plethora of chems added with FWE also add a lot of options - as mentioned before, even the little things like +5 DR from aspirin or ibuprofen or the minor HP boost from multivitamin pills can make all the difference, and you can't get addicted to those. Keep some dextromorphan on hand in case you find some sweet loot that you want to haul back home if you're already at your weight capacity. Always carry some ceremonial herbs or morphine on hand in case you get crippled in a fight you can't run away from, and try buffing up with mentats before a fight to give you the bonus accuracy from your improved Perception.

If you've got access to it, Operation Anchorage is probably the best means of starting FWE, since by its end you'll have gained a couple of levels (I was about halfway to level 7) and have access to some seriously good loot that will make things much easier for you. If you're a stealthy player, you'll have access to the chinese stealth suit, while more aggressive players will be given some excellent power armor (and the winterized combat armor if you don't like power armor for some reason.) Big Guns people will get a missile launcher and a flamer, energy weapons users will get a laser rifle and gauss rifle, and small guns users get a silenced 10mm pistol and unique chinese assault rifle. Beyond that, you can also loot the Outcasts for other goodies - including a gatling laser, miniguns, and other fun stuff like that. And, as mentioned, just because you're wearing power armor doesn't make you a god - you can still get your head blown off by someone using a .32 pistol if you aren't careful :)
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Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Fri Nov 27, 2009 2:06 am

Ok I have a few questions about what I need to edit in this load order to change some things back to the way they are in FOOK / change features that I dislike:
1) Which one do I have to edit to change all the power armors back to what they were like in FOOK? As it is, they are back to being practically useless due to their weight.

2) Same for the Chinese Stealth Suit, it lacking the stealth field makes no sense and makes it useless. The readme mentioned some other bonus that the suit provides, but I didn't see anything listed besides stats like FOOK used.

You may try TUPAM armor mod loaded last
5) Also, it seems that the Food Sanitizer works in a more logical way with FWE or something and adds stats to food items in a different manner (EG: Food and drink don't check for it to provide different stats, it directly affects them). This behavior however turns my bottles of Dirty Water into Stimpacks that don't heal limb damage, since MrLabTechnician changes water to heal over time at +2hp/10s, with the Sanitizer they jump up to +7hp/10s. If this isn't being caused by FWE, sorry, it's the first time Ive ever noticed this happening. But if it is, what needs to be changed to fix that?

You need to unload mods, which conflict with PN. For example- refill mod surely will conflict

What's the item code that I can use to add the item to my inventory? That item never appeared in my inventory like the Sprint and Bullet Time items.

It won't help you, item will be added but will not work
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naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Fri Nov 27, 2009 4:56 am

You may try TUPAM armor mod loaded last

You need to unload mods, which conflict with PN. For example- refill mod surely will conflict


It won't help you, item will be added but will not work


Refill mod doesn't affect the amount of hp healed by water bottles, it just allows you to refill various bottles with water. If anything, MrLabTechnician has more of an effect since it does change how water heals you.

Why wouldn't the item work like the other menu items if I added it to my inventory?
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Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Fri Nov 27, 2009 1:52 pm

New version updated. Be sure to also grab the latest WMK - FWE FOIP patch from the Nexus as well.


Recent Changes

:::::: Master Edition 1f

Included a master dependent FWE .esp main file, so you can tuck it into your load order whever it works best for you to properly override other .esp files. See the load order section below for a recommended order.

Corrected an error with the Primary Needs initialized where if you are unable to return to the config menu if you adjusted settings in PN during the setup configuration.

Reduced follower health somewhat so they are not quite as powerful.

Lowered the damage on weapons using 5.56mm and 7.62mm rounds. Rifles doing around 37 base damage were reduced down to +/- 25 base damage. They will still be pretty strong
against weaker unarmored foes, but should not be as overpowered. These damage changes have been applied to the FOIP WMK patch as well.

Slight tweaking on VATS accuracy variables. Slightly less accurate at extreme ranges.

Changed the Perception "perk" bonus from XFO's stat changes. Previously, perception factored into your base spread / VATS to-hit calculations, with PER 5+ providing upwards
of a 25% bonus. This has been changed so that perception provides a slight bonus to your critical hit chance at PER 5+, and a penalty below 5.

Implemented some noteworthy changes into the WMK FOIP patch. The original FormLists are restored (so you can properly merge the lists if desired), and I've added in a check
for specifying whether a weapon can be modded or not. Unique remain un-mod-able in FWE, due to their unique status however.
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N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Fri Nov 27, 2009 1:17 am

Looking good. Balance is working out better and the big bugs are being squashed. :tops:

Hey, at this rate you might be able to add new stuff or heaven forbid, take a break. :lmao:
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Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Fri Nov 27, 2009 2:34 pm

Looking good. Balance is working out better and the big bugs are being squashed. :tops:

Hey, at this rate you might be able to add new stuff or heaven forbid, take a break. :lmao:


Take a break? Whaaat?
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Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Fri Nov 27, 2009 9:29 am

You're right. Forgive me for the lunacy of suggesting it.
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Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

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