FWE - FO3 Wanderers Edition #10

Post » Fri Nov 27, 2009 3:07 pm

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.

Well- I check it. It is not FWE fault... well, may be partially.
And partially- MMM
Enemies too tough for the rangers
Forget about explosions, it is fake butaforia
But if ranger will be killed by mutants- quest will be falled.

So- we have two solution to the problem
1- cheat. Type in console TAI command, it will stop all from any motion (exept explosions, which don't kill anyone. Well- at least raiders.
Reach the raiders and kill all mutants. And all will be fine

2. Make rangers essential with the help of plugin

3. Make the rangers more tough
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Fri Nov 27, 2009 12:23 pm

3. Make the rangers more tough

http://rapidshare.de/files/47879715/DLM_RailyRangers-MMM_CP.rar.html
Can be loaded before or after MMM. Probably- after FOOK in any case.
40 base HP? Weather can kill with such conditions :)
40*10=400 base HP (100*4==485 actual) for each ranger
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Fri Nov 27, 2009 1:41 am

So is the new version fixed? I know there was an error with the .esp mentioned on page 8.


well I'm running it without that esp (not even sure what that esp does), and PN is still messed up for me. The PN quest wont start, and when I try to click PN in the inventory, the configuration tool wont pop up. At first the menu popped up, but looked a little different, almost like an earlier version of of PN or something. Not sure about bullet time/sprint, as my game promptly crashed after that, althougn I'm not blaming that on FWE. My computer has decided that I can play roughly 3-5 minutes before crashing with this game, but at least its a somewhat fun and interesting few minutes.

edit: nvm, fixed the pn issue. The ESP was somehow loaded on my list.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Fri Nov 27, 2009 1:45 pm

well I'm running it without that esp (not even sure what that esp does), and PN is still messed up for me. The PN quest wont start, and when I try to click PN in the inventory, the configuration tool wont pop up. At first the menu popped up, but looked a little different, almost like an earlier version of of PN or something. Not sure about bullet time/sprint, as my game promptly crashed after that, althougn I'm not blaming that on FWE. My computer has decided that I can play roughly 3-5 minutes before crashing with this game, but at least its a somewhat fun and interesting few minutes.

edit: nvm, fixed the pn issue. The ESP was somehow loaded on my list.

tell me please how to receive broken PN
I can't reproduce- all work fine
Do you load old save, before new version of fwe? Save, maded with new ESP may not work

edit: nvm, fixed the pn issue. The ESP was somehow loaded on my list.

Goot :)
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Fri Nov 27, 2009 4:17 am

I got the broken PN as well, and its the exact same thing Skycaptain described. Getting over-encumbered spontaneously in a place full of super mutants is not fun, I tell you.
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Fri Nov 27, 2009 4:02 am

well I'm running it without that esp (not even sure what that esp does), and PN is still messed up for me. The PN quest wont start, and when I try to click PN in the inventory, the configuration tool wont pop up. At first the menu popped up, but looked a little different, almost like an earlier version of of PN or something. Not sure about bullet time/sprint, as my game promptly crashed after that, althougn I'm not blaming that on FWE. My computer has decided that I can play roughly 3-5 minutes before crashing with this game, but at least its a somewhat fun and interesting few minutes.

edit: nvm, fixed the pn issue. The ESP was somehow loaded on my list.


WHat do you mean the .esp is loaded on your list?? isn't it supposed to be loaded on your list per the main page instructions?? God I wish mods could be much more simple, I feel like I'm reliving the Oblivion days. Everything is always so unclear and mod instructions are never clearly explained. Come on modders, great work, but please explain how to use this stuff completely correctly!

/rant
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Fri Nov 27, 2009 2:04 am

As some of the later posts say, the .esp in the 'f' version is broken. Don't use it.
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Fri Nov 27, 2009 12:25 pm

WHat do you mean the .esp is loaded on your list?? isn't it supposed to be loaded on your list per the main page instructions?? God I wish mods could be much more simple, I feel like I'm reliving the Oblivion days. Everything is always so unclear and mod instructions are never clearly explained. Come on modders, great work, but please explain how to use this stuff completely correctly!

/rant


Well, the FO3 Wanderers Edition - Main File.esp is something new, because it wasn't included in previous releases as far as I can tell (the main file is the .esm, which you always need). Have to wait for Mezmorelda to chime in here, but I guess the esp file contains all of version f changes, so disabling should just mean you're playing on version e. Not sure how this effects the new WMK compatibility patch though.
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Fri Nov 27, 2009 7:31 am

Well, the FO3 Wanderers Edition - Main File.esp is something new, because it wasn't included in previous releases as far as I can tell (the main file is the .esm, which you always need). Have to wait for Mezmorelda to chime in here, but I guess the esp file contains all of version f changes, so disabling should just mean you're playing on version e. Not sure how this effects the new WMK compatibility patch though.

WMK-FWE CP works just fine for me. Now it is maded in accordance with FO3edit rules, so it is possible to merge many WMK plugins in one.
Weapons tweaks, new PN menu also working without ESP
It seems new FWE.esp need only to override unwelcome changes back to FWE rules, if nesessary. It is good, I like it this way
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Fri Nov 27, 2009 1:24 am

http://rapidshare.de/files/47879715/DLM_RailyRangers-MMM_CP.rar.html
Can be loaded before or after MMM. Probably- after FOOK in any case.
40 base HP? Weather can kill with such conditions :)
40*10=400 base HP (100*4==485 actual) for each ranger


Guess that explains why they were dying to unarmed mutants even though they were armed with assault rifles and a minigun :)

Thanks for the help. I'm still gonna take a break from FO3 for a bit since I'm getting irritated by the constant CTDs, but when I return to my game I'll give the fix a shot and see what happens. Again, thanks for the help!
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Fri Nov 27, 2009 4:30 pm

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


Yeah, I like this idea, too. I still collect the bobbleheads just because it's fun to see them in my house, but it does feel a little weak to go to the trouble to collect them and then not really get anything for it. A weight capacity increase for the Strength, maybe a VATS accuracy increase for Perception, an HP bonus for Endurance, a disposition boost for Charisma, maybe an extra skill point per level for Intelligence, some extra Action Points for Agility, and a small critical strike boost for Luck would seem appropriate.
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Fri Nov 27, 2009 4:50 pm

WHat do you mean the .esp is loaded on your list?? isn't it supposed to be loaded on your list per the main page instructions?? God I wish mods could be much more simple, I feel like I'm reliving the Oblivion days. Everything is always so unclear and mod instructions are never clearly explained. Come on modders, great work, but please explain how to use this stuff completely correctly!

/rant


My apologies for this post. I was half-drunk at the time...
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Fri Nov 27, 2009 8:09 am

Hi. Sorry to bother you with my problem but I think I've done everything right but when I start a new game, and "Wake up" instead of "Continue Dreaming" the game freezes (and I must terminate it) as soon as I enter into the special room. I have in my mod manager : fallout3 ; anchorage ; thepitt ; brokensteel ; pointlookout ; calibr ; craft ; stealthboy[...] ; FO3 Wanderers Edition Main File ; Mart's Mutant Mod ; Darnified3 ; FO3 Wandererd edition main file .esp + the three DLCs ; weaponModKits ; WeaponModKits two compatibility patchs ; mart's mutant mod + 4 DLC patchs ; mart's mutant mod FWE master release ; wasteland whisperer and RobCo certified.

English version, vista 64 bits, running the game from fose_loader and smiling.

Thx :)
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Fri Nov 27, 2009 4:31 am

Hi. Sorry to bother you with my problem but I think I've done everything right but when I start a new game, and "Wake up" instead of "Continue Dreaming" the game freezes (and I must terminate it) as soon as I enter into the special room. I have in my mod manager : fallout3 ; anchorage ; thepitt ; brokensteel ; pointlookout ; calibr ; craft ; stealthboy[...] ; FO3 Wanderers Edition Main File ; Mart's Mutant Mod ; Darnified3 ; FO3 Wandererd edition main file .esp + the three DLCs ; weaponModKits ; WeaponModKits two compatibility patchs ; mart's mutant mod + 4 DLC patchs ; mart's mutant mod FWE master release ; wasteland whisperer and RobCo certified.

English version, vista 64 bits, running the game from fose_loader and smiling.

Thx :)

It will be better if you post your full load order from FOMM- you can use Import function
For now- try to uncheck WMK CP's, they for fook only
And try again
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Fri Nov 27, 2009 11:39 am

I already tried to deactivate WeaponModKits and Mart's Mutant Mods but I still have the problem.
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Fri Nov 27, 2009 10:19 am

I already tried to deactivate WeaponModKits and Mart's Mutant Mods but I still have the problem.

As I say- it is difficult to recommend you something without full load order. For example- you may use wrong CP
What do you mean- WeaponModKits two compatibility patchs? You need only one, with FWE MR, from FOIP page
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Fri Nov 27, 2009 6:11 am

DO NOT USE THE FWE Main File .ESP

It's broken . . . I will update the OP . . .

You're saves should be fine if you disable the ESP main file, although you might need to revert to a pre- version F save in order to get the scripts working correctly again.

Terribly sorry for this error, I'll have it resolved as soon as I am able. Thanks!
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Fri Nov 27, 2009 1:21 pm

Well I think that without the main .esp ; the mod doesn't work correctly. I'll wait :)
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Fri Nov 27, 2009 4:12 am

Well I think that without the main .esp ; the mod doesn't work correctly. I'll wait :)


I would also imagine this to be the case. I'm impatiently awaiting the update.. :)
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Fri Nov 27, 2009 9:30 am

I would also imagine this to be the case. I'm impatiently awaiting the update.. :)


It works fine without the esp. The esp is just to put in the load order to overwrite changes from other mods if you need to.
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Fri Nov 27, 2009 1:36 am

Yes, the FWE .ESM file has always been used in the past master release version with no .esp file . . . you do not need to use the .esp file.
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Fri Nov 27, 2009 11:15 am

It works fine without the esp. The esp is just to put in the load order to overwrite changes from other mods if you need to.



Really?? It's not mandatory? Would you mind expanding a bit? Which mod types would need overwriting?

Thank you so much!
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Fri Nov 27, 2009 10:50 am

Excellent! I'm going to start playing today. Before I do, how does my load order look?

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] DarNifiedUIF3.esp
[X] DUIF3Extras.esp
[X] FO3 Wanderers Edition - Optional No Fast Travel.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] sunglassescollection.esp
[X] DTOMRC3.esp
[X] WeaponModKits.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - FWE Master Release.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] dD-Larger Blood.esp
[X] RobCo Certified.esp
[X] Wasteland Whisperer.esp
[X] CRAFT - Activation Perk.esp
[X] Mart's Mutant Mod - FWE Master Release.esp

Thanks!
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Fri Nov 27, 2009 2:26 pm

Excellent! I'm going to start playing today. Before I do, how does my load order look?

It will be better
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] CALIBR.esm[X] CRAFT.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] dD-Larger Blood.esp[X] sunglassescollection.esp[X] DTOMRC3.esp[X] CRAFT - Activation Perk.esp[X] FO3 Wanderers Edition - Optional No Fast Travel.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] RobCo Certified.esp[X] Wasteland Whisperer.esp[X] WeaponModKits.esp[X] [strike]WeaponModKits - OperationAnchorage.esp[/strike] for FOOK[X] [strike]WeaponModKits - ThePitt.esp[/strike] for FOOK[X] WeaponModKits - FWE Master Release.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - FWE Master Release.esp


Really?? It's not mandatory? Would you mind expanding a bit? Which mod types would need overwriting?

Mods, which overwrite FWE will be overwriten back. For example- mods, which change food/drink effect. With ESM only it is hard to FWE to control load order
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Fri Nov 27, 2009 11:05 am

Has anyone had an issue with the "Defender of the Raid". He is a raider that I found near the police station and when I do any damage to him, kill him via console, or disable him via console, I get a CTD. I read in the Nexus forums theres a conflict with the Missing Unique Armor and Clothing mod and the "Defender" and the only way to fix it is to disable the mod...
But the mods integrated in FWE, any suggestions?
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

PreviousNext

Return to Fallout 3