FWE - FO3 Wanderers Edition #10

Post » Fri Nov 27, 2009 12:03 am

I Just updated to MR1f and MMM RC4 when I click on the PN or Bullettime inventory items they disappear and when I eat or drink theres no PN notification.
I can access PN by holding down the enter key but PN still wont function in the game, I tried disabling and enabling it, I tried resting and waiting but nothing.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
DarNifiedUIF3.esp
DUIF3Extras.esp
CALIBRxMerchant.esp
CRAFT - Activation Perk.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - FWE Master Release.esp
A6WastelandBosses1.esp
Stealthboy Recon Armor - CRAFT.esp
Robco Certified.esp
SniperZooming.esp
Ballistics-ALL-MoreRealism.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Radioactive Rain Plugin.esp
TheOutbreak - WMS Vol 1 - Weathercontroller.esp
TheOutbreak - WMS Vol 1 - Super Blue.esp
GalaxyNewsRadio40[M].esp
WastelandWhisperer.esp
Treasure Maps_A Fist Full of Caps.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasuer Maps_Bobblehead Edition.esp
Treasure Maps_Underground.esp
NotSoFast.esp
IntoTheDeepWoods.esp
HeirApparent.esp
FasterMorePowerfulMines.esp
Console Key Binder.esp

Total active plugins: 50
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mimi_lys
 
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Post » Fri Nov 27, 2009 8:41 am

Take a break? Whaaat?

Thank you for the new release.
Will I be able to continue old game?
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Sheila Esmailka
 
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Post » Fri Nov 27, 2009 4:08 pm

Don't know if anyone's encountered a bug like this, and I never did the quest in vanilla. I just recently fought my way to the top of the Statesman Hotel for the quest Reilly's Rangers and after I take about ten steps (close enough to see the muties), a few explosions happen and the game notifies me that I'm now hostile with Reilly's Rangers, and have thus failed the quest. I'm only using the base MMM (none of the extra .esp's) and base FWE files, along with the required CRAFT and CALIBR files, and using the loadout provided with both FOIP and the FWE readme. Turning off MMM doesn't appear to do much of anything, even though my most recent save is inside the hotel, before I enter the roof area. I'm assuming a trap (like a mine or grenade bouquet) the Reilly's Rangers NPCs have setup is going off and damaging them (possibly due to FWE's increased frag mine/nade radius?) and the game is apparently calling it my mine/grenade/whatever.

Of course, this isn't the first quest to be apparently bugged. If I pull my Winterized T51-B Power Armor out of my Megaton house's locker, my You Gotta Shoot 'Em in the Head! quest gets auto-completed for me. FO3 wouldn't be half the fun without the incredible number of bugs that keep popping up :P
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chinadoll
 
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Post » Fri Nov 27, 2009 11:25 am

Don't know if anyone's encountered a bug like this, and I never did the quest in vanilla. I just recently fought my way to the top of the Statesman Hotel for the quest Reilly's Rangers and after I take about ten steps (close enough to see the muties), a few explosions happen and the game notifies me that I'm now hostile with Reilly's Rangers, and have thus failed the quest. I'm only using the base MMM (none of the extra .esp's) and base FWE files, along with the required CRAFT and CALIBR files, and using the loadout provided with both FOIP and the FWE readme. Turning off MMM doesn't appear to do much of anything, even though my most recent save is inside the hotel, before I enter the roof area. I'm assuming a trap (like a mine or grenade bouquet) the Reilly's Rangers NPCs have setup is going off and damaging them (possibly due to FWE's increased frag mine/nade radius?) and the game is apparently calling it my mine/grenade/whatever.

Of course, this isn't the first quest to be apparently bugged. If I pull my Winterized T51-B Power Armor out of my Megaton house's locker, my You Gotta Shoot 'Em in the Head! quest gets auto-completed for me. FO3 wouldn't be half the fun without the incredible number of bugs that keep popping up :P



Make sure your weapon is holstered after you enter the roof.
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Justin Bywater
 
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Post » Fri Nov 27, 2009 8:38 am

hello will their be a point lookout patch for users of 5.0? meow
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IM NOT EASY
 
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Post » Fri Nov 27, 2009 1:30 pm

I Just updated to MR1f and MMM RC4 when I click on the PN or Bullettime inventory items they disappear and when I eat or drink theres no PN notification.
I can access PN by holding down the enter key but PN still wont function in the game, I tried disabling and enabling it, I tried resting and waiting but nothing.

There somthing wrong with the scripts in FO3 Wanderers Edition - Main File.esp
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Kari Depp
 
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Post » Fri Nov 27, 2009 6:44 am

Opps . . . I've screwed something up with the FWE .esp file, I noticed that as well. I'll have a fix up for that shortly, me apologies. In the meantime, you can safely disable the FWE .esp main file and use the mod normally and it should correct the scripting issue if you revert back to a pre 1f save.

You won't need to start a new char with this version.
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kyle pinchen
 
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Post » Fri Nov 27, 2009 10:45 am

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 :)


Yeah well the whole story was just my tribute to this mod, which together with other mods the author recommends made a game, I never really bothered to play much, into something I have totally been hooked into for the past week. :)


I never played that quest, I realised very early on that it was going to let me down badly, so I shelved it and gave it some time, for the mods to come and resque it. So this quest happened to be new to me.

Heh, all I got from those mutants was the minigun I repaired (some) and 50 5mm bullets. The rocket launcher had one rocket. No other weapons but the plank. My char knows absolutely no melee or big weapons (17).



But that?s what I had to go with. I bashed down some molerats with the plank, saving the one long inaccurate burst I had with the minigun, hoping to get all the guys in the next location to pose for me for a few seconds so I can take them down and maybe get some more proper weapons.

Damn I was lucky, I took the first one down with the rocket, and managed to bag the next and last four with the 50 minigun bullets in a narrow corridor, I didn?t even try to aim very well just calculated I had to hit SOMEONE. Took every last bullet to kill them all. Got an assault rifle and some bullets, and have been maintaining a bit better standing since. Priceless, made the whole original episode feel like a standing stone. :P
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Quick Draw
 
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Post » Fri Nov 27, 2009 6:16 am

Guys I have another question:

I'm confused about the patches. I'm about to install FO3 on my computer, and I'm not sure if I should upgrade with the official patch in order to be compatable with FWE. Could someone help me understand what patches I need to use?

Thanks!
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Tiffany Castillo
 
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Post » Fri Nov 27, 2009 3:41 pm

Guys I have another question:
I'm confused about the patches. I'm about to install FO3 on my computer, and I'm not sure if I should upgrade with the official patch in order to be compatable with FWE. Could someone help me understand what patches I need to use?
Thanks!

If you don't want unnesessary problems- please install 1.6 patch.
1.5 is totally broken, 1.1-1.4 have VATS issues, 1.0+fake patch is hard to management
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Angela
 
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Post » Fri Nov 27, 2009 3:03 am

If you don't want unnesessary problems- please install 1.6 patch.
1.5 is totally broken, 1.1-1.4 have VATS issues, 1.0+fake patch is hard to management



Ahh thank you friend. And then I install the Unofficial patch on top of that?
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m Gardner
 
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Post » Fri Nov 27, 2009 7:28 am

I'm sorry if this has been answered, but where can I buy surgical supplies for my Triage?
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Heather beauchamp
 
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Post » Fri Nov 27, 2009 9:38 am

Ahh thank you friend. And then I install the Unofficial patch on top of that?

If you want to use UF3P- you need to install UF3P first, all another mods must overwrite it.
And UF3P need to be loaded first of all ESP-s.
Or you surely will have conflicts.
Don't forget about this thing
http://rapidshare.de/files/47863279/VATSFixOff.rar.html
1.6 patch don't have VATS issue, so UF3P fix for the VATS no more needed.
This plugin will disable UF3P fix for VATS, load it after UF3P

@Drag0ntamer
I'm sorry if this has been answered, but where can I buy surgical supplies for my Triage?

Moira, doctors, Crazy Wolfgang, scavengers
+ very often can be founded in abandoned medic offices and other interior locations
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MatthewJontully
 
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Post » Fri Nov 27, 2009 3:17 pm

If you want to use UF3P- you need to install UF3P first, all another mods must overwrite it.
And UF3P need to be loaded first of all ESP-s.
Or you surely will have conflicts.
Don't forget about this thing
http://rapidshare.de/files/47863279/VATSFixOff.rar.html
1.6 patch don't have VATS issue, so UF3P fix for the VATS no more needed.
This plugin will disable UF3P fix for VATS, load it after UF3P

@Drag0ntamer

Moira, doctors, Crazy Wolfgang, scavengers
+ very often can be founded in abandoned medic offices and other interior locations


Is it called surgical supplies? Because no one has it that I've checked so far.
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Jerry Cox
 
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Post » Fri Nov 27, 2009 5:08 am

Is it called surgical supplies? Because no one has it that I've checked so far.

Surgical supplies and medical bracers. Well- they not always are in shops. Random.
But they surely is in Super-Duper Mart, Minefield and Anchorage War Memorial, so you can find them easely from the beginning of the game
You may also try to steal them from doc Church, he often have them in his boxes
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bimsy
 
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Post » Fri Nov 27, 2009 1:35 am

Surgical supplies and medical bracers. Well- they not always are in shops. Random.
But they surely is in Super-Duper Mart, Minefield and Anchorage War Memorial, so you can find them easely from the beginning of the game
You may also try to steal them from doc Church, he often have them in his boxes


Wait, is it surgical tubing? Is that what I need?
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I love YOu
 
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Post » Fri Nov 27, 2009 2:05 am

Is it called surgical supplies? Because no one has it that I've checked so far.


Surgical supplies is actually a renamed "surgical tubing" item. It's possible you have another mod loading after FWE that modifies the orignal item and renames them back to tubing. The mod still might work, but I would look into that with FO3 edit.
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Nice one
 
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Post » Fri Nov 27, 2009 12:17 pm

Mezmorelda, can I use old MMM-FWE CP with current release?
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Kay O'Hara
 
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Post » Fri Nov 27, 2009 12:56 pm

Surgical supplies is actually a renamed "surgical tubing" item. It's possible you have another mod loading after FWE that modifies the orignal item and renames them back to tubing. The mod still might work, but I would look into that with FO3 edit.


Hmmm. I shouldn't but it is possible. I will try it with Surgical Tubing and see it it works.
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mishionary
 
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Post » Fri Nov 27, 2009 9:48 am

I?m confirming that something?s wrong with PN and the latest update.


I slept, got hungry and thristy during that, then ate and drank, eventually ridiculous amounts, and nothing changed, I was still permanently hungry and thirsty - and therefore encumbered.

I can?t even uninstall PN, since the item disappears from my inventory once I click it. Same with Bullet Time tool, tried that just to see what?s up.




Could someone with GECK to give me the command to start the uninstall script? (like startquest xxx)....I?m really not allowed to install GECK myself. I made this rule myself, I hope you understand (haven?t EDIT: NEVER completed Oblivion main quest in 3 years ;))...
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TRIsha FEnnesse
 
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Post » Fri Nov 27, 2009 4:54 pm

Make sure your weapon is holstered after you enter the roof.


No good, they still go hostile. Of course, when I get up there, they're all dead. Apparently a single super mutant master was enough to kill all three of them and still have a little spunk left over for picking a fight with me.

At any rate, I think I'm gonna be done with Fallout 3 for a while. After giving up and accepting that I wouldn't be able to complete the quest, I was searching the hotel for a way out that didn't involve failing the quest - no such option, after you enter the mid level of the hotel, the only way out is via the elevator on the roof. The elevator on the roof requires a fission battery. I didn't have any on me, and I'd been using ones I'd found in order to keep my plasma rifle in good condition. Therefore, I'm stuck in the damn building, and my last backup save that wasn't inside the building was two gameplay hours previous. Fun!

I suppose I could just use the console to give myself a fission battery, but... meh. There's no challenge in the vanilla version of the game, and mods introduce a lot of bugs that shatter the immersion factor. Maybe in a couple of months I'll be interested in trying again, but I think it's just gonna end up like Oblivion - me wanting my money back.

At any rate, FWE is definitely a lot of fun, if a little buggy. Still, even with bugs considered, it's a hell of a lot better than the vanilla version of the game. At least the game is still challenging at level 14 in FWE, and on Hard (and not Very Hard) no less.
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Syaza Ramali
 
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Post » Fri Nov 27, 2009 6:39 am

So is the new version fixed? I know there was an error with the .esp mentioned on page 8.
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Johanna Van Drunick
 
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Post » Fri Nov 27, 2009 9:48 am

No good, they still go hostile. Of course, when I get up there, they're all dead. Apparently a single super mutant master was enough to kill all three of them and still have a little spunk left over for picking a fight with me.

Seems to me this can be fixed- I will try.
If I not mistaken, it is possible to force rangers ignore explosion, set them as essential and make Ranger faction to be friendly to chosen one
In this case quest will not be failed.
If I will be succesfull, I will give this fix to you, if you are interested
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Kara Payne
 
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Post » Fri Nov 27, 2009 3:23 pm

Hey!

I'm loving the game with this setup (I haven't updated to 1f yet, I'll wait for the fixed version).

I have two things to request/bring to you for debate. First, it's the useless bobbleheads for the SPECIALs. I realise why you chose to take them out, but making those collectibles useless is a bad call imo. I mean, there should be some sort of reward for looking for them. I don't mean by people who know the game by heart and the location of every single one, but for new players. And, heck, even on a replay, I'd still like to know there's a reason for me to bother. If the add-on to the attributes seems a bit much, perhaps other measures could be taken - either reduce the starting attribute points, or replace the bonus to a SPECIAL with a perk-type bonus to that attribute (for example, 25 or 50 more carry weight, a bonus to crit chance, a bonus to resistances or HP, a bonus to disposition (if there is one in Fallout, etc.)

Secondly, the call to make the water in Tenpenny filthy. I guess the call was made to encourage the use of the water purifier and all that, but isn't it overkill? First, all that purified water in the loot lists has to come from somewhere, secondly, it's not really that hard adding your own house-mod with purified water. Not to mention that the sinks look neat and clean but contain the same radiated water.

Let me know what you think.

Cheers!

cc
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Brian Newman
 
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Post » Fri Nov 27, 2009 4:07 am

(for example, 25 or 50 more carry weight, a bonus to crit chance, a bonus to resistances or HP, a bonus to disposition (if there is one in Fallout, etc.)


This is a good idea. Adding them to the SPECIAL stats is a bad idea, as is lowering the starting SPECIAL allotment.
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Benito Martinez
 
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